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https://github.com/ioquake/jedi-academy.git
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1056 lines
26 KiB
C++
1056 lines
26 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// this include must remain at the top of every CPP file
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#include "tr_local.h"
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#if !defined(GENERICPARSER2_H_INC)
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#include "../qcommon/GenericParser2.h"
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#endif
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// To do:
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// Alter variance dependent on global distance from player (colour code this for cg_terrainCollisionDebug)
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// Improve texture blending on edge conditions
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// Link to neightbouring terrains or architecture (edge conditions)
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// Post process generated light data to make sure there are no bands within a patch
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#include "../qcommon/cm_landscape.h"
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#include "tr_landscape.h"
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cvar_t *r_drawTerrain;
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cvar_t *r_showFrameVariance;
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cvar_t *r_terrainTessellate;
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cvar_t *r_terrainWaterOffset;
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static int TerrainFog = 0;
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static float TerrainDistanceCull;
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//
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// Render the tree.
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//
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void CTRPatch::RenderCorner(ivec5_t corner)
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{
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if((corner[3] < 0) || (tess.registration != corner[4]))
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{
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CTerVert *vert;
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vert = mRenderMap + (corner[1] * owner->GetRealWidth()) + corner[0];
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VectorCopy(vert->coords, tess.xyz[tess.numVertexes]);
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VectorCopy(vert->normal, tess.normal[tess.numVertexes]);
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*(ulong *)tess.vertexColors[tess.numVertexes] = *(ulong *)vert->tint;
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*(ulong *)tess.vertexAlphas[tess.numVertexes] = corner[2];
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tess.texCoords[tess.numVertexes][0][0] = vert->tex[0]; //rwwRMG - reverse coords array from sof2
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tess.texCoords[tess.numVertexes][0][1] = vert->tex[1];
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tess.indexes[tess.numIndexes++] = tess.numVertexes;
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corner[3] = tess.numVertexes++;
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corner[4] = tess.registration;
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}
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else
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{
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tess.indexes[tess.numIndexes++] = corner[3];
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}
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}
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void CTRPatch::RecurseRender(int depth, ivec5_t left, ivec5_t right, ivec5_t apex)
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{
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// All non-leaf nodes have both children, so just check for one
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if (depth >= 0)
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{
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ivec5_t center;
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byte *centerAlphas;
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byte *leftAlphas;
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byte *rightAlphas;
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// Work out the centre of the hypoteneuse
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center[0] = (left[0] + right[0]) >> 1;
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center[1] = (left[1] + right[1]) >> 1;
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// Work out the relevant texture coefficients at that point
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leftAlphas = (byte *)&left[2];
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rightAlphas = (byte *)&right[2];
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centerAlphas = (byte *)¢er[2];
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centerAlphas[0] = (leftAlphas[0] + rightAlphas[0]) >> 1;
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centerAlphas[1] = (leftAlphas[1] + rightAlphas[1]) >> 1;
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centerAlphas[2] = (leftAlphas[2] + rightAlphas[2]) >> 1;
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centerAlphas[3] = (leftAlphas[3] + rightAlphas[3]) >> 1;
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// Make sure the vert index and tesselation registration are not set
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center[3] = -1;
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center[4] = 0;
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if (apex[0] == left[0] && apex[0] == center[0])
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{
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depth = 0;
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}
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RecurseRender(depth-1, apex, left, center);
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RecurseRender(depth-1, right, apex, center);
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}
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else
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{
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if (left[0] == right[0] && left[0] == apex[0])
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{
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return;
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}
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if (left[1] == right[1] && left[1] == apex[1])
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{
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return;
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}
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// A leaf node! Output a triangle to be rendered.
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RB_CheckOverflow(4, 4);
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// assert(left[0] != right[0] || left[1] != right[1]);
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// assert(left[0] != apex[0] || left[1] != apex[1]);
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RenderCorner(left);
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RenderCorner(right);
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RenderCorner(apex);
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}
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}
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//
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// Render the mesh.
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//
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// The order of triangles is critical to the subdivision working
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void CTRPatch::Render(int Part)
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{
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ivec5_t TL, TR, BL, BR;
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VectorSet5(TL, 0, 0, TEXTURE_ALPHA_TL, -1, 0);
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VectorSet5(TR, owner->GetTerxels(), 0, TEXTURE_ALPHA_TR, -1, 0);
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VectorSet5(BL, 0, owner->GetTerxels(), TEXTURE_ALPHA_BL, -1, 0);
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VectorSet5(BR, owner->GetTerxels(), owner->GetTerxels(), TEXTURE_ALPHA_BR, -1, 0);
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if ((Part & PI_TOP) && mTLShader)
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{
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/* float d;
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d = DotProduct (backEnd.refdef.vieworg, mNormal[0]) - mDistance[0];
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if (d <= 0.0)*/
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{
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RecurseRender(r_terrainTessellate->integer, BL, TR, TL);
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}
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}
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if ((Part & PI_BOTTOM) && mBRShader)
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{
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/* float d;
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d = DotProduct (backEnd.refdef.vieworg, mNormal[1]) - mDistance[1];
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if (d >= 0.0)*/
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{
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RecurseRender(r_terrainTessellate->integer, TR, BL, BR);
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}
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}
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}
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//
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// At this point the patch is visible and at least part of it is below water level
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//
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int CTRPatch::RenderWaterVert(int x, int y)
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{
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CTerVert *vert;
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vert = mRenderMap + x + (y * owner->GetRealWidth());
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if(vert->tessRegistration == tess.registration)
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{
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return(vert->tessIndex);
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}
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tess.xyz[tess.numVertexes][0] = vert->coords[0];
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tess.xyz[tess.numVertexes][1] = vert->coords[1];
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tess.xyz[tess.numVertexes][2] = owner->GetWaterHeight();
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*(ulong *)tess.vertexColors[tess.numVertexes] = 0xffffffff;
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tess.texCoords[tess.numVertexes][0][0] = vert->tex[0]; //rwwRMG - reverse coords from sof2mp
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tess.texCoords[tess.numVertexes][0][1] = vert->tex[1];
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vert->tessIndex = tess.numVertexes;
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vert->tessRegistration = tess.registration;
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tess.numVertexes++;
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return(vert->tessIndex);
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}
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void CTRPatch::RenderWater(void)
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{
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RB_CheckOverflow(4, 6);
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// Get the neighbouring patches
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int TL = RenderWaterVert(0, 0);
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int TR = RenderWaterVert(owner->GetTerxels(), 0);
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int BL = RenderWaterVert(0, owner->GetTerxels());
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int BR = RenderWaterVert(owner->GetTerxels(), owner->GetTerxels());
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// TL
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tess.indexes[tess.numIndexes++] = BL;
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tess.indexes[tess.numIndexes++] = TR;
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tess.indexes[tess.numIndexes++] = TL;
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// BR
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tess.indexes[tess.numIndexes++] = TR;
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tess.indexes[tess.numIndexes++] = BL;
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tess.indexes[tess.numIndexes++] = BR;
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}
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const bool CTRPatch::HasWater(void) const
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{
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owner->SetRealWaterHeight( owner->GetBaseWaterHeight() + r_terrainWaterOffset->integer );
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return(common->GetMins()[2] < owner->GetWaterHeight());
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}
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extern bool CM_CullWorldBox (const cplane_t *frustum, const vec3pair_t bounds); //rwwRMG - added (cm_trace.cpp)
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void CTRPatch::SetVisibility(bool visCheck)
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{
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if(visCheck)
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{
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if(DistanceSquared(mCenter, backEnd.refdef.vieworg) > TerrainDistanceCull)
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{
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misVisible = false;
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}
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else
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{
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// Set the visibility of the patch
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misVisible = !CM_CullWorldBox(backEnd.viewParms.frustum, GetBounds());
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}
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}
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else
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{
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misVisible = true;
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}
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}
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/*
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void CTRPatch::CalcNormal(void)
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{
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CTerVert *vert1, *vert2, *vert3;
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ivec5_t TL, TR, BL, BR;
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vec3_t v1, v2;
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VectorSet5(TL, 0, 0, TEXTURE_ALPHA_TL, -1, 0);
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VectorSet5(TR, owner->GetTerxels(), 0, TEXTURE_ALPHA_TR, -1, 0);
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VectorSet5(BL, 0, owner->GetTerxels(), TEXTURE_ALPHA_BL, -1, 0);
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VectorSet5(BR, owner->GetTerxels(), owner->GetTerxels(), TEXTURE_ALPHA_BR, -1, 0);
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vert1 = mRenderMap + (BL[1] * owner->GetRealWidth()) + BL[0];
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vert2 = mRenderMap + (TR[1] * owner->GetRealWidth()) + TR[0];
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vert3 = mRenderMap + (TL[1] * owner->GetRealWidth()) + TL[0];
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VectorSubtract(vert2->coords, vert1->coords, v1);
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VectorSubtract(vert3->coords, vert1->coords, v2);
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CrossProduct(v1, v2, mNormal[0]);
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VectorNormalize(mNormal[0]);
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mDistance[0] = DotProduct (vert1->coords, mNormal[0]);
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vert1 = mRenderMap + (BL[1] * owner->GetRealWidth()) + BL[0];
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vert2 = mRenderMap + (TR[1] * owner->GetRealWidth()) + TR[0];
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vert3 = mRenderMap + (BR[1] * owner->GetRealWidth()) + BR[0];
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VectorSubtract(vert2->coords, vert1->coords, v1);
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VectorSubtract(vert3->coords, vert1->coords, v2);
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CrossProduct(v1, v2, mNormal[1]);
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VectorNormalize(mNormal[1]);
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mDistance[1] = DotProduct (vert1->coords, mNormal[1]);
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}
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*/
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//
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// Reset all patches, recompute variance if needed
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//
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void CTRLandScape::Reset(bool visCheck)
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{
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int x, y;
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CTRPatch *patch;
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TerrainDistanceCull = tr.distanceCull + mPatchSize;
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TerrainDistanceCull *= TerrainDistanceCull;
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// Go through the patches performing resets, compute variances, and linking.
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for(y = mPatchMiny; y < mPatchMaxy; y++)
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{
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for(x = mPatchMinx; x < mPatchMaxx; x++, patch++)
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{
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patch = GetPatch(x, y);
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patch->SetVisibility(visCheck);
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}
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}
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}
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//
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// Render each patch of the landscape & adjust the frame variance.
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//
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void CTRLandScape::Render(void)
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{
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int x, y;
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CTRPatch *patch;
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TPatchInfo *current;
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int i;
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// Render all the visible patches
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current = mSortedPatches;
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for(i=0;i<mSortedCount;i++)
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{
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if (current->mPatch->isVisible())
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{
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if (tess.shader != current->mShader)
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{
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RB_EndSurface();
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RB_BeginSurface(current->mShader, TerrainFog);
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}
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current->mPatch->Render(current->mPart);
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}
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current++;
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}
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RB_EndSurface();
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// Render all the water for visible patches
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// Done as a separate iteration to reduce the number of tesses created
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if(mWaterShader && (mWaterShader != tr.defaultShader))
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{
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RB_BeginSurface( mWaterShader, tr.world->globalFog );
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for(y = mPatchMiny; y < mPatchMaxy; y++ )
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{
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for(x = mPatchMinx; x < mPatchMaxx; x++ )
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{
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patch = GetPatch(x, y);
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if(patch->isVisible() && patch->HasWater())
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{
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patch->RenderWater();
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}
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}
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}
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RB_EndSurface();
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}
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}
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void CTRLandScape::CalculateRegion(void)
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{
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vec3_t mins, maxs, size, offset;
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#if _DEBUG
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mCycleCount++;
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#endif
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VectorCopy(GetPatchSize(), size);
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VectorCopy(GetMins(), offset);
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mins[0] = backEnd.refdef.vieworg[0] - tr.distanceCull - (size[0] * 2.0f) - offset[0];
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mins[1] = backEnd.refdef.vieworg[1] - tr.distanceCull - (size[1] * 2.0f) - offset[1];
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maxs[0] = backEnd.refdef.vieworg[0] + tr.distanceCull + (size[0] * 2.0f) - offset[0];
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maxs[1] = backEnd.refdef.vieworg[1] + tr.distanceCull + (size[1] * 2.0f) - offset[1];
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mPatchMinx = Com_Clampi(0, GetBlockWidth(), floorf(mins[0] / size[0]));
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mPatchMaxx = Com_Clampi(0, GetBlockWidth(), ceilf(maxs[0] / size[0]));
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mPatchMiny = Com_Clampi(0, GetBlockHeight(), floorf(mins[1] / size[1]));
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mPatchMaxy = Com_Clampi(0, GetBlockHeight(), ceilf(maxs[1] / size[1]));
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}
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void CTRLandScape::CalculateRealCoords(void)
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{
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int x, y;
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// Work out the real world coordinates of each heightmap entry
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for(y = 0; y < GetRealHeight(); y++)
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{
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for(x = 0; x < GetRealWidth(); x++)
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{
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ivec3_t icoords;
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int offset;
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offset = (y * GetRealWidth()) + x;
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VectorSet(icoords, x, y, mRenderMap[offset].height);
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VectorScaleVectorAdd(GetMins(), icoords, GetTerxelSize(), mRenderMap[offset].coords);
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}
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}
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}
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void CTRLandScape::CalculateNormals(void)
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{
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int x, y, offset = 0;
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// Work out the normals for every face
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for(y = 0; y < GetHeight(); y++)
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{
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for(x = 0; x < GetWidth(); x++)
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{
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vec3_t vcenter, vleft;
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offset = (y * GetRealWidth()) + x;
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VectorSubtract(mRenderMap[offset].coords, mRenderMap[offset + 1].coords, vcenter);
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VectorSubtract(mRenderMap[offset].coords, mRenderMap[offset + GetRealWidth()].coords, vleft);
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CrossProduct(vcenter, vleft, mRenderMap[offset].normal);
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VectorNormalize(mRenderMap[offset].normal);
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}
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// Duplicate right edge condition
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VectorCopy(mRenderMap[offset].normal, mRenderMap[offset + 1].normal);
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}
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// Duplicate bottom line
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offset = GetHeight() * GetRealWidth();
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for(x = 0; x < GetRealWidth(); x++)
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{
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VectorCopy(mRenderMap[offset - GetRealWidth() + x].normal, mRenderMap[offset + x].normal);
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}
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}
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void CTRLandScape::CalculateLighting(void)
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{
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int x, y, offset = 0;
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// Work out the vertex normal (average of every attached face normal) and apply to the direction of the light
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for(y = 0; y < GetHeight(); y++)
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{
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for(x = 0; x < GetWidth(); x++)
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{
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vec3_t ambient;
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vec3_t directed, direction;
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vec3_t total, tint;
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vec_t dp;
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offset = (y * GetRealWidth()) + x;
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// Work out average normal
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VectorCopy(GetRenderMap(x, y)->normal, total);
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VectorAdd(total, GetRenderMap(x + 1, y)->normal, total);
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VectorAdd(total, GetRenderMap(x + 1, y + 1)->normal, total);
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VectorAdd(total, GetRenderMap(x, y + 1)->normal, total);
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VectorNormalize(total);
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if (!R_LightForPoint(mRenderMap[offset].coords, ambient, directed, direction))
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{
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mRenderMap[offset].tint[0] =
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mRenderMap[offset].tint[1] =
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mRenderMap[offset].tint[2] = 255 >> tr.overbrightBits;
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mRenderMap[offset].tint[3] = 255;
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continue;
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}
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if(mRenderMap[offset].coords[2] < common->GetBaseWaterHeight())
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{
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VectorScale(ambient, 0.75f, ambient);
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}
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// Both normalised, so -1.0 < dp < 1.0
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dp = Com_Clampi(0.0f, 1.0f, DotProduct(direction, total));
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dp = powf(dp, 3);
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VectorScale(ambient, (1.0 - dp) * 0.5, ambient);
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VectorMA(ambient, dp, directed, tint);
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mRenderMap[offset].tint[0] = (byte)Com_Clampi(0.0f, 255.0f, tint[0] ) >> tr.overbrightBits;
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mRenderMap[offset].tint[1] = (byte)Com_Clampi(0.0f, 255.0f, tint[1] ) >> tr.overbrightBits;
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mRenderMap[offset].tint[2] = (byte)Com_Clampi(0.0f, 255.0f, tint[2] ) >> tr.overbrightBits;
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mRenderMap[offset].tint[3] = 0xff;
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/*
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mRenderMap[offset].tint[0] += tr.identityLight * 32;
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mRenderMap[offset].tint[1] += tr.identityLight * 32;
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mRenderMap[offset].tint[2] += tr.identityLight * 32;
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*/
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}
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mRenderMap[offset + 1].tint[0] = mRenderMap[offset].tint[0];
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mRenderMap[offset + 1].tint[1] = mRenderMap[offset].tint[1];
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mRenderMap[offset + 1].tint[2] = mRenderMap[offset].tint[2];
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mRenderMap[offset + 1].tint[3] = 0xff;
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}
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// Duplicate bottom line
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offset = GetHeight() * GetRealWidth();
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for(x = 0; x < GetRealWidth(); x++)
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{
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mRenderMap[offset + x].tint[0] = mRenderMap[offset - GetRealWidth() + x].tint[0];
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mRenderMap[offset + x].tint[1] = mRenderMap[offset - GetRealWidth() + x].tint[1];
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mRenderMap[offset + x].tint[2] = mRenderMap[offset - GetRealWidth() + x].tint[2];
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mRenderMap[offset + x].tint[3] = 0xff;
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}
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}
|
|
|
|
void CTRLandScape::CalculateTextureCoords(void)
|
|
{
|
|
int x, y;
|
|
|
|
for(y = 0; y < GetRealHeight(); y++)
|
|
{
|
|
for(x = 0; x < GetRealWidth(); x++)
|
|
{
|
|
int offset = (y * GetRealWidth()) + x;
|
|
|
|
mRenderMap[offset].tex[0] = x * mTextureScale * GetTerxelSize()[0];
|
|
mRenderMap[offset].tex[1] = y * mTextureScale * GetTerxelSize()[1];
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTRLandScape::SetShaders(const int height, const qhandle_t shader)
|
|
{
|
|
int i;
|
|
|
|
for(i = height; shader && (i < HEIGHT_RESOLUTION); i++)
|
|
{
|
|
if(!mHeightDetails[i].GetShader())
|
|
{
|
|
mHeightDetails[i].SetShader(shader);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTRLandScape::LoadTerrainDef(const char *td)
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
char terrainDef[MAX_QPATH];
|
|
CGenericParser2 parse;
|
|
CGPGroup *basegroup, *classes, *items;
|
|
|
|
Com_sprintf(terrainDef, MAX_QPATH, "ext_data/RMG/%s.terrain", td);
|
|
Com_Printf("R_Terrain: Loading and parsing terrainDef %s.....\n", td);
|
|
|
|
mWaterShader = NULL;
|
|
mFlatShader = NULL;
|
|
|
|
if(!Com_ParseTextFile(terrainDef, parse))
|
|
{
|
|
Com_sprintf(terrainDef, MAX_QPATH, "ext_data/arioche/%s.terrain", td);
|
|
if(!Com_ParseTextFile(terrainDef, parse))
|
|
{
|
|
Com_Printf("Could not open %s\n", terrainDef);
|
|
return;
|
|
}
|
|
}
|
|
// The whole file....
|
|
basegroup = parse.GetBaseParseGroup();
|
|
|
|
// The root { } struct
|
|
classes = basegroup->GetSubGroups();
|
|
while(classes)
|
|
{
|
|
items = classes->GetSubGroups();
|
|
while(items)
|
|
{
|
|
const char* type = items->GetName ( );
|
|
|
|
if(!stricmp( type, "altitudetexture"))
|
|
{
|
|
int height;
|
|
const char *shaderName;
|
|
qhandle_t shader;
|
|
|
|
// Height must exist - the rest are optional
|
|
height = atol(items->FindPairValue("height", "0"));
|
|
|
|
// Shader for this height
|
|
shaderName = items->FindPairValue("shader", "");
|
|
if(strlen(shaderName))
|
|
{
|
|
shader = RE_RegisterShader(shaderName);
|
|
if(shader)
|
|
{
|
|
SetShaders(height, shader);
|
|
}
|
|
}
|
|
}
|
|
else if(!stricmp(type, "water"))
|
|
{
|
|
mWaterShader = R_GetShaderByHandle(RE_RegisterShader(items->FindPairValue("shader", "")));
|
|
}
|
|
else if(!stricmp(type, "flattexture"))
|
|
{
|
|
mFlatShader = RE_RegisterShader ( items->FindPairValue("shader", "") );
|
|
}
|
|
|
|
items = (CGPGroup *)items->GetNext();
|
|
}
|
|
classes = (CGPGroup *)classes->GetNext();
|
|
}
|
|
|
|
Com_ParseTextFileDestroy(parse);
|
|
#endif // PRE_RELEASE_DEMO
|
|
}
|
|
|
|
qhandle_t CTRLandScape::GetBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites)
|
|
{
|
|
qhandle_t blended;
|
|
|
|
// Special case single pass shader
|
|
if((a == b) && (a == c))
|
|
{
|
|
return(a);
|
|
}
|
|
|
|
blended = R_CreateBlendedShader(a, b, c, surfaceSprites );
|
|
return(blended);
|
|
}
|
|
|
|
static int ComparePatchInfo(const TPatchInfo *arg1, const TPatchInfo *arg2)
|
|
{
|
|
shader_t *s1, *s2;
|
|
|
|
if ((arg1->mPart & PI_TOP))
|
|
{
|
|
s1 = arg1->mPatch->GetTLShader();
|
|
}
|
|
else
|
|
{
|
|
s1 = arg1->mPatch->GetBRShader();
|
|
}
|
|
|
|
if ((arg2->mPart & PI_TOP))
|
|
{
|
|
s2 = arg2->mPatch->GetTLShader();
|
|
}
|
|
else
|
|
{
|
|
s2 = arg2->mPatch->GetBRShader();
|
|
}
|
|
|
|
if (s1 < s2)
|
|
{
|
|
return -1;
|
|
}
|
|
else if (s1 > s2)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void CTRLandScape::CalculateShaders(void)
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
int x, y;
|
|
int width, height;
|
|
int offset;
|
|
// int offsets[4];
|
|
qhandle_t handles[4];
|
|
CTRPatch *patch;
|
|
qhandle_t *shaders;
|
|
TPatchInfo *current = mSortedPatches;
|
|
|
|
width = GetWidth ( ) / common->GetTerxels ( );
|
|
height = GetHeight ( ) / common->GetTerxels ( );
|
|
|
|
shaders = new qhandle_t [ (width+1) * (height+1) ];
|
|
|
|
// On the first pass determine all of the shaders for the entire
|
|
// terrain assuming no flat ground
|
|
offset = 0;
|
|
for ( y = 0; y < height + 1; y ++ )
|
|
{
|
|
if ( y <= height )
|
|
{
|
|
offset = common->GetTerxels ( ) * y * GetRealWidth ( );
|
|
}
|
|
else
|
|
{
|
|
offset = common->GetTerxels ( ) * (y-1) * GetRealWidth ( );
|
|
offset += GetRealWidth ( );
|
|
}
|
|
|
|
for ( x = 0; x < width + 1; x ++, offset += common->GetTerxels ( ) )
|
|
{
|
|
// Save the shader
|
|
shaders[y * width + x] = GetHeightDetail(mRenderMap[offset].height)->GetShader ( );
|
|
}
|
|
}
|
|
|
|
// On the second pass determine flat ground and replace the shader
|
|
// at that point with the flat ground shader
|
|
if ( mFlatShader )
|
|
{
|
|
for ( y = 1; y < height; y ++ )
|
|
{
|
|
for ( x = 1; x < width; x ++ )
|
|
{
|
|
int offset;
|
|
int xx;
|
|
int yy;
|
|
byte* flattenMap = common->GetFlattenMap ( );
|
|
bool flat = false;
|
|
|
|
offset = (x) * common->GetTerxels ( );
|
|
offset += (y) * common->GetTerxels ( ) * GetRealWidth();
|
|
|
|
offset -= GetRealWidth();
|
|
offset -= 1;
|
|
|
|
for ( yy = 0; yy < 3 && !flat; yy++ )
|
|
{
|
|
for ( xx = 0; xx < 3 && !flat; xx++ )
|
|
{
|
|
if ( flattenMap [ offset + xx] & 0x80)
|
|
{
|
|
flat = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
offset += GetRealWidth();
|
|
}
|
|
|
|
/*
|
|
// Calculate the height map offset
|
|
offset = x * common->GetTerxels ( );
|
|
offset += (y * common->GetTerxels ( ) * GetRealWidth());
|
|
|
|
// Calculate the offsets around this particular shader location
|
|
offsets[INDEX_TL] = offset - 1 - GetRealWidth();
|
|
offsets[INDEX_TR] = offsets[INDEX_TL] + 1;
|
|
offsets[INDEX_BL] = offsets[INDEX_TL] + GetRealWidth();
|
|
offsets[INDEX_BR] = offsets[INDEX_BL] + 1;
|
|
|
|
// If not equal to the top left one then skip
|
|
if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_TL]].height )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If not equal to the top right one then skip
|
|
if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_TR]].height )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If not equal to the bottom left one then skip
|
|
if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_BL]].height )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If not equal to the bottom right one then skip
|
|
if ( mRenderMap[offset].height != mRenderMap[offsets[INDEX_BR]].height )
|
|
{
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
// This shader is now a flat shader
|
|
if ( flat )
|
|
{
|
|
shaders[y * width + x] = mFlatShader;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
OutputDebugString ( va("Flat Area: %f %f\n",
|
|
GetMins()[0] + (GetMaxs()[0]-GetMins()[0])/width * x,
|
|
GetMins()[1] + (GetMaxs()[1]-GetMins()[1])/height * y) );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now that the shaders have been determined, set them for each patch
|
|
patch = mTRPatches;
|
|
mSortedCount = 0;
|
|
for ( y = 0; y < height; y ++ )
|
|
{
|
|
for ( x = 0; x < width; x ++, patch++ )
|
|
{
|
|
bool surfaceSprites = true;
|
|
|
|
handles[INDEX_TL] = shaders[ x + y * width ];
|
|
handles[INDEX_TR] = shaders[ x + 1 + y * width ];
|
|
handles[INDEX_BL] = shaders[ x + (y + 1) * width ];
|
|
handles[INDEX_BR] = shaders[ x + 1 + (y + 1) * width ];
|
|
|
|
if ( handles[INDEX_TL] == mFlatShader ||
|
|
handles[INDEX_TR] == mFlatShader ||
|
|
handles[INDEX_BL] == mFlatShader ||
|
|
handles[INDEX_BR] == mFlatShader )
|
|
{
|
|
surfaceSprites = false;
|
|
}
|
|
|
|
patch->SetTLShader(GetBlendedShader(handles[INDEX_TR], handles[INDEX_BL], handles[INDEX_TL], surfaceSprites));
|
|
current->mPatch = patch;
|
|
current->mShader = patch->GetTLShader();
|
|
current->mPart = PI_TOP;
|
|
|
|
patch->SetBRShader(GetBlendedShader(handles[INDEX_TR], handles[INDEX_BL], handles[INDEX_BR], surfaceSprites));
|
|
if (patch->GetBRShader() == current->mShader)
|
|
{
|
|
current->mPart |= PI_BOTTOM;
|
|
}
|
|
else
|
|
{
|
|
mSortedCount++;
|
|
current++;
|
|
|
|
current->mPatch = patch;
|
|
current->mShader = patch->GetBRShader();
|
|
current->mPart = PI_BOTTOM;
|
|
}
|
|
mSortedCount++;
|
|
current++;
|
|
}
|
|
}
|
|
|
|
// Cleanup our temporary array
|
|
delete[] shaders;
|
|
|
|
qsort(mSortedPatches, mSortedCount, sizeof(*mSortedPatches), (int (__cdecl *)(const void *,const void *))ComparePatchInfo);
|
|
|
|
#endif // PRE_RELEASE_DEMO
|
|
}
|
|
|
|
void CTRPatch::SetRenderMap(const int x, const int y)
|
|
{
|
|
mRenderMap = localowner->GetRenderMap(x, y);
|
|
}
|
|
|
|
void InitRendererPatches( CCMPatch *patch, void *userdata )
|
|
{
|
|
int tx, ty, bx, by;
|
|
CTRPatch *localpatch;
|
|
CCMLandScape *owner;
|
|
CTRLandScape *localowner;
|
|
|
|
// Set owning landscape
|
|
localowner = (CTRLandScape *)userdata;
|
|
owner = (CCMLandScape *)localowner->GetCommon();
|
|
|
|
// Get TRPatch pointer
|
|
tx = patch->GetHeightMapX();
|
|
ty = patch->GetHeightMapY();
|
|
bx = tx / owner->GetTerxels();
|
|
by = ty / owner->GetTerxels();
|
|
|
|
localpatch = localowner->GetPatch(bx, by);
|
|
localpatch->Clear();
|
|
|
|
localpatch->SetCommon(patch);
|
|
localpatch->SetOwner(owner);
|
|
localpatch->SetLocalOwner(localowner);
|
|
localpatch->SetRenderMap(tx, ty);
|
|
localpatch->SetCenter();
|
|
// localpatch->CalcNormal();
|
|
}
|
|
|
|
void CTRLandScape::CopyHeightMap(void)
|
|
{
|
|
const CCMLandScape *common = GetCommon();
|
|
const byte *heightMap = common->GetHeightMap();
|
|
CTerVert *renderMap = mRenderMap;
|
|
int i;
|
|
|
|
for(i = 0; i < common->GetRealArea(); i++)
|
|
{
|
|
renderMap->height = *heightMap;
|
|
renderMap++;
|
|
heightMap++;
|
|
}
|
|
}
|
|
|
|
CTRLandScape::~CTRLandScape(void)
|
|
{
|
|
if(mTRPatches)
|
|
{
|
|
Z_Free(mTRPatches);
|
|
mTRPatches = NULL;
|
|
}
|
|
if (mSortedPatches)
|
|
{
|
|
Z_Free(mSortedPatches);
|
|
mSortedPatches = 0;
|
|
}
|
|
if(mRenderMap)
|
|
{
|
|
Z_Free(mRenderMap);
|
|
mRenderMap = NULL;
|
|
}
|
|
}
|
|
|
|
extern CCMLandScape *CM_RegisterTerrain(const char *config, bool server); //cm_load.cpp
|
|
|
|
CTRLandScape::CTRLandScape(const char *configstring)
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
int shaderNum;
|
|
const CCMLandScape *common;
|
|
|
|
memset(this, 0, sizeof(*this));
|
|
|
|
// Sets up the common aspects of the terrain
|
|
common = CM_RegisterTerrain(configstring, false);
|
|
SetCommon(common);
|
|
|
|
tr.landScape.landscape = this;
|
|
|
|
mTextureScale = (float)atof(Info_ValueForKey(configstring, "texturescale")) / common->GetTerxels();
|
|
LoadTerrainDef(Info_ValueForKey(configstring, "terrainDef"));
|
|
|
|
// To normalise the variance value to a reasonable number
|
|
mScalarSize = VectorLengthSquared(common->GetSize());
|
|
|
|
// Calculate and set variance depth
|
|
mMaxNode = (Q_log2(common->GetTerxels()) << 1) - 1;
|
|
|
|
// Allocate space for the renderer specific data
|
|
mRenderMap = (CTerVert *)Z_Malloc(sizeof(CTerVert) * common->GetRealArea(), TAG_R_TERRAIN);
|
|
|
|
// Copy byte heightmap to rendermap to speed up calcs
|
|
CopyHeightMap();
|
|
|
|
// Calculate the real world location for each heightmap entry
|
|
CalculateRealCoords();
|
|
|
|
// Calculate the normal of each terxel
|
|
CalculateNormals();
|
|
|
|
// Calculate modulation values for the heightmap
|
|
CalculateLighting();
|
|
|
|
// Calculate texture coords (not projected - real)
|
|
CalculateTextureCoords();
|
|
|
|
Com_Printf ("R_Terrain: Creating renderer patches.....\n");
|
|
// Initialise all terrain patches
|
|
mTRPatches = (CTRPatch *)Z_Malloc(sizeof(CTRPatch) * common->GetBlockCount(), TAG_R_TERRAIN);
|
|
|
|
mSortedCount = 2 * common->GetBlockCount();
|
|
mSortedPatches = (TPatchInfo *)Z_Malloc(sizeof(TPatchInfo) * mSortedCount, TAG_R_TERRAIN);
|
|
|
|
CM_TerrainPatchIterate(common, InitRendererPatches, this);
|
|
|
|
// Calculate shaders dependent on the .terrain file
|
|
CalculateShaders();
|
|
|
|
// Get the contents shader
|
|
shaderNum = atol(Info_ValueForKey(configstring, "shader"));;
|
|
mShader = R_GetShaderByHandle(R_GetShaderByNum(shaderNum, *tr.world));
|
|
|
|
mPatchSize = VectorLength(common->GetPatchSize());
|
|
|
|
#if _DEBUG
|
|
mCycleCount = 0;
|
|
#endif
|
|
#endif // PRE_RELEASE_DEMO
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
void RB_SurfaceTerrain( surfaceInfo_t *surf )
|
|
{
|
|
/*
|
|
if(backEnd.refdef.rdflags & RDF_PROJECTION2D)
|
|
{
|
|
return;
|
|
}
|
|
*/
|
|
srfTerrain_t *ls = (srfTerrain_t *)surf;
|
|
CTRLandScape *landscape = ls->landscape;
|
|
|
|
TerrainFog = tr.world->globalFog;
|
|
|
|
landscape->CalculateRegion();
|
|
landscape->Reset();
|
|
// landscape->Tessellate();
|
|
landscape->Render();
|
|
}
|
|
|
|
void R_CalcTerrainVisBounds(CTRLandScape *landscape)
|
|
{
|
|
const CCMLandScape *common = landscape->GetCommon();
|
|
|
|
// Set up the visbounds using terrain data
|
|
if ( common->GetMins()[0] < tr.viewParms.visBounds[0][0] )
|
|
{
|
|
tr.viewParms.visBounds[0][0] = common->GetMins()[0];
|
|
}
|
|
if ( common->GetMins()[1] < tr.viewParms.visBounds[0][1] )
|
|
{
|
|
tr.viewParms.visBounds[0][1] = common->GetMins()[1];
|
|
}
|
|
if ( common->GetMins()[2] < tr.viewParms.visBounds[0][2] )
|
|
{
|
|
tr.viewParms.visBounds[0][2] = common->GetMins()[2];
|
|
}
|
|
|
|
if ( common->GetMaxs()[0] > tr.viewParms.visBounds[1][0] )
|
|
{
|
|
tr.viewParms.visBounds[1][0] = common->GetMaxs()[0];
|
|
}
|
|
if ( common->GetMaxs()[1] > tr.viewParms.visBounds[1][1] )
|
|
{
|
|
tr.viewParms.visBounds[1][1] = common->GetMaxs()[1];
|
|
}
|
|
if ( common->GetMaxs()[2] > tr.viewParms.visBounds[1][2] )
|
|
{
|
|
tr.viewParms.visBounds[1][2] = common->GetMaxs()[2];
|
|
}
|
|
}
|
|
|
|
void R_AddTerrainSurfaces(void)
|
|
{
|
|
CTRLandScape *landscape;
|
|
|
|
if (!r_drawTerrain->integer || (tr.refdef.rdflags & RDF_NOWORLDMODEL))
|
|
{
|
|
return;
|
|
}
|
|
|
|
landscape = tr.landScape.landscape;
|
|
if(landscape)
|
|
{
|
|
R_AddDrawSurf( (surfaceType_t *)(&tr.landScape), landscape->GetShader(), 0, qfalse );
|
|
R_CalcTerrainVisBounds(landscape);
|
|
}
|
|
}
|
|
|
|
void RE_InitRendererTerrain( const char *info )
|
|
{
|
|
CTRLandScape *ls;
|
|
|
|
if ( !info || !info[0] )
|
|
{
|
|
Com_Printf( "RE_RegisterTerrain: NULL name\n" );
|
|
return;
|
|
}
|
|
|
|
Com_Printf("R_Terrain: Creating RENDERER data.....\n");
|
|
|
|
// Create and register a new landscape structure
|
|
ls = new CTRLandScape(info);
|
|
}
|
|
|
|
void R_TerrainInit(void)
|
|
{
|
|
tr.landScape.surfaceType = SF_TERRAIN;
|
|
tr.landScape.landscape = NULL;
|
|
|
|
r_terrainTessellate = Cvar_Get("r_terrainTessellate", "3", CVAR_CHEAT);
|
|
r_drawTerrain = Cvar_Get("r_drawTerrain", "1", CVAR_CHEAT);
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r_showFrameVariance = Cvar_Get("r_showFrameVariance", "0", 0);
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r_terrainWaterOffset = Cvar_Get("r_terrainWaterOffset", "0", 0);
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|
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tr.distanceCull = 6000;
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tr.distanceCullSquared = tr.distanceCull * tr.distanceCull;
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}
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|
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extern void CM_ShutdownTerrain( thandle_t terrainId ); //cm_load.cpp
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|
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void R_TerrainShutdown(void)
|
|
{
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|
CTRLandScape *ls;
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|
|
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// Com_Printf("R_Terrain: Shutting down RENDERER terrain.....\n");
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ls = tr.landScape.landscape;
|
|
if(ls)
|
|
{
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|
CM_ShutdownTerrain(0);
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|
delete ls;
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|
tr.landScape.landscape = NULL;
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|
}
|
|
}
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|
|
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// end
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