mirror of
https://github.com/ioquake/jedi-academy.git
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1666 lines
40 KiB
C++
1666 lines
40 KiB
C++
// tr_map.c
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "../qcommon/cm_local.h"
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/*
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Loads and prepares a map file for scene rendering.
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A single entry point:
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void RE_LoadWorldMap( const char *name );
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*/
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world_t s_worldData;
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byte *fileBase;
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int c_subdivisions;
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int c_gridVerts;
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void R_RMGInit(void);
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//===============================================================================
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// We use a special hack to prevent slight differences in channels
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// from exploding into big differences, as it causes lighting problems
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// later on. This is the maximum channel separation for which we
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// enable the hack.
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#define MAX_GREYSCALE_CHANNEL_DIFF 15
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static void R_ColorShiftLightingBytes16( const byte in[4], byte out[2] ) {
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// What's the largest separation between the red, green, and blue
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// channels?
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int chanDiff = max(in[0],max(in[1],in[2])) -
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min(in[0],min(in[1],in[2]));
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if (chanDiff <= MAX_GREYSCALE_CHANNEL_DIFF)
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{
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// Ensure that all color channels compress to the same value
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byte channelAvg = (in[0] + in[1] + in[2] + 1) / 3;
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out[0] = channelAvg & 0xF0;
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out[0] |= (channelAvg & 0xF0) >> 4;
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out[1] = channelAvg & 0xF0;
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out[1] |= (in[3] & 0xF0) >> 4;
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if (channelAvg % 16 >= 8)
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{
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out[0] |= 0x10;
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out[0] |= 0x01;
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out[1] |= 0x10;
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}
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if (in[4] % 16 >= 8)
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{
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out[1] |= 0x01;
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}
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return;
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}
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// Normal case for vertex colors that are not "near" greyscale
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out[0] = in[0] & 0xF0;
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out[0] |= (in[1] & 0xF0) >> 4;
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out[1] = in[2] & 0xF0;
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out[1] |= (in[3] & 0xF0) >> 4;
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if(in[0] % 16 >= 8) {
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out[0] |= 0x10;
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}
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if(in[1] % 16 >= 8) {
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out[0] |= 0x1;
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}
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if(in[2] % 16 >= 8) {
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out[1] |= 0x10;
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}
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if(in[3] % 16 >= 8) {
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out[1] |= 0x1;
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}
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}
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static void HSVtoRGB( float h, float s, float v, float rgb[3] )
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{
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int i;
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float f;
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float p, q, t;
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h *= 5;
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i = floor( h );
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f = h - i;
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p = v * ( 1 - s );
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q = v * ( 1 - s * f );
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t = v * ( 1 - s * ( 1 - f ) );
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switch ( i )
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{
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case 0:
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rgb[0] = v;
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rgb[1] = t;
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rgb[2] = p;
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break;
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case 1:
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rgb[0] = q;
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rgb[1] = v;
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rgb[2] = p;
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break;
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case 2:
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rgb[0] = p;
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rgb[1] = v;
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rgb[2] = t;
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break;
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case 3:
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rgb[0] = p;
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rgb[1] = q;
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rgb[2] = v;
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break;
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case 4:
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rgb[0] = t;
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rgb[1] = p;
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rgb[2] = v;
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break;
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case 5:
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rgb[0] = v;
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rgb[1] = p;
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rgb[2] = q;
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break;
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}
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}
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/*
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===============
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R_ColorShiftLightingBytes
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===============
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*/
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void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
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int shift=0, r, g, b;
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// should NOT do it if overbrightBits is 0
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if (tr.overbrightBits)
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shift = 1 - tr.overbrightBits;
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if (!shift)
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{
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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out[3] = in[3];
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return;
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}
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// shift the data based on overbright range
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r = in[0] << shift;
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g = in[1] << shift;
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b = in[2] << shift;
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// normalize by color instead of saturating to white
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if ( ( r | g | b ) > 255 ) {
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int max;
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max = r > g ? r : g;
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max = max > b ? max : b;
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r = r * 255 / max;
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g = g * 255 / max;
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b = b * 255 / max;
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}
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out[0] = r;
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out[1] = g;
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out[2] = b;
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out[3] = in[3];
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}
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/*
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===============
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R_ColorShiftLightingBytes
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===============
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*/
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static void R_ColorShiftLightingBytes( byte in[3])
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{
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int shift=0, r, g, b;
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// should NOT do it if overbrightBits is 0
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if (tr.overbrightBits)
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shift = 1 - tr.overbrightBits;
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if (!shift) {
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return; //no need if not overbright
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}
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// shift the data based on overbright range
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r = in[0] << shift;
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g = in[1] << shift;
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b = in[2] << shift;
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// normalize by color instead of saturating to white
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if ( ( r | g | b ) > 255 ) {
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int max;
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max = r > g ? r : g;
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max = max > b ? max : b;
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r = r * 255 / max;
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g = g * 255 / max;
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b = b * 255 / max;
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}
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in[0] = r;
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in[1] = g;
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in[2] = b;
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}
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/*
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===============
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R_LoadLightmaps
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===============
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*/
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#define LIGHTMAP_SIZE 128
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void R_LoadLightmaps( void *data, int len, const char *psMapName ) {
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byte *buf, *buf_p;
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int i;
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if ( !len ) {
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return;
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}
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buf = (byte *)data + sizeof(int);
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// we are about to upload textures
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R_SyncRenderThread();
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// create all the lightmaps
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int size = *(int*)data;
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tr.numLightmaps = len / size;
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byte* image = (byte*)Z_Malloc(size, TAG_TEMP_WORKSPACE, qfalse, 32);
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char sMapName[MAX_QPATH];
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COM_StripExtension(psMapName,sMapName); // will already by MAX_QPATH legal, so no length check
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for ( i = 0 ; i < tr.numLightmaps ; i++ ) {
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buf_p = buf + i * size;
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memcpy(image, buf_p, size);
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char lmapName[MAX_QPATH + 32];
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Com_sprintf(lmapName, MAX_QPATH + 32, "*%s/lightmap%d",sMapName,i);
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tr.lightmaps[i] = R_CreateImage( lmapName, image,
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LIGHTMAP_SIZE, LIGHTMAP_SIZE,
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GL_DDS_RGB16_EXT,
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qfalse, 0, GL_CLAMP);
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}
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Z_Free(image);
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}
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/*
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=================
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RE_SetWorldVisData
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This is called by the clipmodel subsystem so we can share the 1.8 megs of
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space in big maps...
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=================
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*/
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void RE_SetWorldVisData( SPARC<byte> *vis ) {
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tr.externalVisData = vis;
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}
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/*
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=================
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R_LoadVisibility
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=================
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*/
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static void R_LoadVisibility( void ) {
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int len;
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len = ( s_worldData.numClusters + 63 ) & ~63;
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s_worldData.novis = ( unsigned char *) Hunk_Alloc( len, qfalse );
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memset( s_worldData.novis, 0xff, len );
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s_worldData.numClusters = cmg.numClusters;
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s_worldData.clusterBytes = cmg.clusterBytes;
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// CM_Load should have given us the vis data to share, so
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// we don't need to allocate another copy
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//if ( tr.externalVisData ) {
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s_worldData.vis = tr.externalVisData;
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/*} else {
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assert(0);
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}*/
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}
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//===============================================================================
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qhandle_t R_GetShaderByNum(int shaderNum, world_t &worldData)
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{
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qhandle_t shader;
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if ( (shaderNum < 0) || (shaderNum >= worldData.numShaders) )
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{
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Com_Printf( "Warning: Bad index for R_GetShaderByNum - %i", shaderNum );
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return(0);
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}
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shader = RE_RegisterShader(worldData.shaders[ shaderNum ].shader);
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return(shader);
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}
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/*
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===============
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ShaderForShaderNum
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===============
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*/
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static shader_t *ShaderForShaderNum( int shaderNum, const int *lightmapNum, const byte *lightmapStyles ) {
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shader_t *shader;
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dshader_t *dsh;
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shaderNum = shaderNum;
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if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) {
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Com_Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum );
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}
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dsh = &s_worldData.shaders[ shaderNum ];
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shader = R_FindShader( dsh->shader, lightmapNum, lightmapStyles, qtrue );
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// if the shader had errors, just use default shader
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if ( shader->defaultShader ) {
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return tr.defaultShader;
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}
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return shader;
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}
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bool NeedVertexColors(shader_t *shader)
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{
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int i;
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shaderStage_t *stage;
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for(i=0; i<shader->numUnfoggedPasses; i++) {
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stage = &shader->stages[i];
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switch(stage->rgbGen) {
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case CGEN_EXACT_VERTEX:
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case CGEN_VERTEX:
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case CGEN_ONE_MINUS_VERTEX:
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return true;
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}
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switch(stage->alphaGen) {
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case AGEN_VERTEX:
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case AGEN_ONE_MINUS_VERTEX:
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return true;
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}
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}
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return false;
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}
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int NumLightMaps(shader_t *shader)
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{
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int count = 0;
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int i;
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for(i=0; i<MAXLIGHTMAPS; i++) {
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if(shader->lightmapIndex[i] >= 0) {
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count++;
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} else {
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return count;
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}
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}
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return count;
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}
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int SurfaceFaceSize(int numVerts, int numLightMaps, bool needVertexColors,
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int numIndexes)
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{
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int sfaceSize = ( int ) &((srfSurfaceFace_t *)0)->srfPoints +
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4 /*sizeof srfPoints*/ +
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(numVerts * sizeof(unsigned short) *
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(VERTEX_LM + numLightMaps * 2 +
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#ifdef COMPRESS_VERTEX_COLORS
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(int)needVertexColors * 4));
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#else
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(int)needVertexColors * 8));
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#endif
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// Add in tangent size
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sfaceSize += sizeof(vec3_t) * numVerts;
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//Indices stored in 8 bits now.
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sfaceSize += numIndexes;
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return sfaceSize;
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}
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void BuildDrawVertTangents( drawVert_t *verts, int *indexes, int numIndexes, int numVertexes )
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{
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int i = 0;
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for(i = 0; i < numVertexes; i++)
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{
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verts[i].tangent[0] = 0.0f;
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verts[i].tangent[1] = 0.0f;
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verts[i].tangent[2] = 0.0f;
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}
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for(i = 0; i < numIndexes; i += 3)
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{
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vec3_t vec1, vec2, du, dv, cp;
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float st0[2], st1[2], st2[2];
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Q_CastShort2FloatScale(&st0[0], &verts[indexes[i]].dvst[0], 1.f / DRAWVERT_ST_SCALE);
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Q_CastShort2FloatScale(&st0[1], &verts[indexes[i]].dvst[1], 1.f / DRAWVERT_ST_SCALE);
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Q_CastShort2FloatScale(&st1[0], &verts[indexes[i+1]].dvst[0], 1.f / DRAWVERT_ST_SCALE);
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Q_CastShort2FloatScale(&st1[1], &verts[indexes[i+1]].dvst[1], 1.f / DRAWVERT_ST_SCALE);
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Q_CastShort2FloatScale(&st2[0], &verts[indexes[i+2]].dvst[0], 1.f / DRAWVERT_ST_SCALE);
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Q_CastShort2FloatScale(&st2[1], &verts[indexes[i+2]].dvst[1], 1.f / DRAWVERT_ST_SCALE);
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vec1[0] = verts[indexes[i+1]].xyz[0] - verts[indexes[i]].xyz[0];
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vec1[1] = st1[0] - st0[0];
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vec1[2] = st1[1] - st0[1];
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vec2[0] = verts[indexes[i+2]].xyz[0] - verts[indexes[i]].xyz[0];
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vec2[1] = st2[0] - st0[0];
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vec2[2] = st2[1] - st0[1];
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CrossProduct(vec1, vec2, cp);
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if(cp[0] == 0.0f)
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cp[0] = 0.001f;
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du[0] = -cp[1] / cp[0];
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dv[0] = -cp[2] / cp[0];
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vec1[0] = verts[indexes[i+1]].xyz[1] - verts[indexes[i]].xyz[1];
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vec2[0] = verts[indexes[i+2]].xyz[1] - verts[indexes[i]].xyz[1];
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CrossProduct(vec1, vec2, cp);
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if(cp[0] == 0.0f)
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cp[0] = 0.001f;
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du[1] = -cp[1] / cp[0];
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dv[1] = -cp[2] / cp[0];
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vec1[0] = verts[indexes[i+1]].xyz[2] - verts[indexes[i]].xyz[2];
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vec2[0] = verts[indexes[i+2]].xyz[2] - verts[indexes[i]].xyz[2];
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CrossProduct(vec1, vec2, cp);
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if(cp[0] == 0.0f)
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cp[0] = 0.001f;
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du[2] = -cp[1] / cp[0];
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dv[2] = -cp[2] / cp[0];
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verts[indexes[i]].tangent[0] += du[0];
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verts[indexes[i]].tangent[1] += du[1];
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verts[indexes[i]].tangent[2] += du[2];
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verts[indexes[i+1]].tangent[0] += du[0];
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verts[indexes[i+1]].tangent[1] += du[1];
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verts[indexes[i+1]].tangent[2] += du[2];
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verts[indexes[i+2]].tangent[0] += du[0];
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verts[indexes[i+2]].tangent[1] += du[1];
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verts[indexes[i+2]].tangent[2] += du[2];
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}
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for(i = 0; i < numVertexes; i++)
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{
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VectorNormalizeFast(verts[i].tangent);
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}
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}
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void BuildMapVertTangents( mapVert_t *verts, vec3_t *tangents, short *indexes, int numIndexes, int numVertexes )
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{
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int i = 0;
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for(i = 0; i < numVertexes; i++)
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{
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tangents[i][0] = 0.0f;
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tangents[i][1] = 0.0f;
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tangents[i][2] = 0.0f;
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}
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for(i = 0; i < numIndexes; i += 3)
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{
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vec3_t vec1, vec2, du, dv, cp;
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vec1[0] = verts[indexes[i+1]].xyz[0] - verts[indexes[i]].xyz[0];
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vec1[1] = (verts[indexes[i+1]].st[0] * POINTS_ST_SCALE) -
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(verts[indexes[i]].st[0] * POINTS_ST_SCALE);
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vec1[2] = (verts[indexes[i+1]].st[1] * POINTS_ST_SCALE) -
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(verts[indexes[i]].st[1] * POINTS_ST_SCALE);
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vec2[0] = verts[indexes[i+2]].xyz[0] - verts[indexes[i]].xyz[0];
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vec2[1] = (verts[indexes[i+2]].st[0] * POINTS_ST_SCALE) -
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(verts[indexes[i]].st[0] * POINTS_ST_SCALE);
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vec2[2] = (verts[indexes[i+2]].st[1]* POINTS_ST_SCALE) -
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(verts[indexes[i]].st[1] * POINTS_ST_SCALE);
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CrossProduct(vec1, vec2, cp);
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if(cp[0] == 0.0f)
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cp[0] = 0.001f;
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du[0] = -cp[1] / cp[0];
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dv[0] = -cp[2] / cp[0];
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vec1[0] = verts[indexes[i+1]].xyz[1] - verts[indexes[i]].xyz[1];
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vec2[0] = verts[indexes[i+2]].xyz[1] - verts[indexes[i]].xyz[1];
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CrossProduct(vec1, vec2, cp);
|
|
|
|
if(cp[0] == 0.0f)
|
|
cp[0] = 0.001f;
|
|
|
|
du[1] = -cp[1] / cp[0];
|
|
dv[1] = -cp[2] / cp[0];
|
|
|
|
vec1[0] = verts[indexes[i+1]].xyz[2] - verts[indexes[i]].xyz[2];
|
|
|
|
vec2[0] = verts[indexes[i+2]].xyz[2] - verts[indexes[i]].xyz[2];
|
|
|
|
CrossProduct(vec1, vec2, cp);
|
|
|
|
if(cp[0] == 0.0f)
|
|
cp[0] = 0.001f;
|
|
|
|
du[2] = -cp[1] / cp[0];
|
|
dv[2] = -cp[2] / cp[0];
|
|
|
|
tangents[indexes[i]][0] += du[0];
|
|
tangents[indexes[i]][1] += du[1];
|
|
tangents[indexes[i]][2] += du[2];
|
|
|
|
tangents[indexes[i+1]][0] += du[0];
|
|
tangents[indexes[i+1]][1] += du[1];
|
|
tangents[indexes[i+1]][2] += du[2];
|
|
|
|
tangents[indexes[i+2]][0] += du[0];
|
|
tangents[indexes[i+2]][1] += du[1];
|
|
tangents[indexes[i+2]][2] += du[2];
|
|
}
|
|
|
|
for(i = 0; i < numVertexes; i++)
|
|
{
|
|
VectorNormalizeFast(tangents[i]);
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ParseFace
|
|
===============
|
|
*/
|
|
static void ParseFace( dface_t *ds, mapVert_t *verts, msurface_t *surf, short *indexes, byte *&pFaceDataBuffer)
|
|
{
|
|
int i, j, k;
|
|
srfSurfaceFace_t *cv;
|
|
int numPoints, numIndexes;
|
|
int lightmapNum[MAXLIGHTMAPS];
|
|
int sfaceSize, ofsIndexes;
|
|
vec3_t tangents[1000];
|
|
|
|
for(i=0;i<MAXLIGHTMAPS;i++)
|
|
{
|
|
lightmapNum[i] = (int)ds->lightmapNum[i] - 4;
|
|
}
|
|
|
|
// get fog volume
|
|
surf->fogIndex = ds->fogNum + 1;
|
|
|
|
// get shader value
|
|
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles );
|
|
if ( r_singleShader->integer && !surf->shader->sky ) {
|
|
surf->shader = tr.defaultShader;
|
|
}
|
|
|
|
bool needVertexColors = NeedVertexColors(surf->shader);
|
|
int numLightMaps = NumLightMaps(surf->shader);
|
|
assert(numLightMaps <= 0x7F);
|
|
|
|
numPoints = ds->verts & 0xFFF;
|
|
if (numPoints > MAX_FACE_POINTS) {
|
|
VID_Printf( PRINT_DEVELOPER, "MAX_FACE_POINTS exceeded: %i\n", numPoints);
|
|
}
|
|
|
|
numIndexes = ds->indexes & 0xFFF;
|
|
|
|
// create the srfSurfaceFace_t
|
|
sfaceSize = SurfaceFaceSize(numPoints,
|
|
numLightMaps, needVertexColors, numIndexes);
|
|
ofsIndexes = sfaceSize - numIndexes;
|
|
|
|
cv = (srfSurfaceFace_t *) pFaceDataBuffer;//Hunk_Alloc( sfaceSize );
|
|
pFaceDataBuffer += sfaceSize; // :-)
|
|
|
|
cv->surfaceType = SF_FACE;
|
|
cv->numPoints = numPoints;
|
|
cv->numIndices = numIndexes;
|
|
cv->ofsIndices = ofsIndexes;
|
|
cv->srfPoints = (unsigned short *)(((byte*)cv) + ( int ) &((srfSurfaceFace_t *)0)->srfPoints + 4);
|
|
if(needVertexColors) {
|
|
cv->flags = 1 << 7;
|
|
} else {
|
|
cv->flags = 0;
|
|
}
|
|
cv->flags |= (numLightMaps & 0x7F);
|
|
|
|
//Make sure we don't overflow storage.
|
|
assert(numPoints < 256);
|
|
assert(numIndexes < 65536);
|
|
assert(ofsIndexes < 65536);
|
|
|
|
int nextSurfPoint = NEXT_SURFPOINT(cv->flags);
|
|
verts += ds->verts >> 12;
|
|
|
|
indexes += ds->indexes >> 12;
|
|
|
|
BuildMapVertTangents(verts, tangents, indexes, numIndexes, numPoints);
|
|
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
*(cv->srfPoints + i * nextSurfPoint + j) = verts[i].xyz[j];
|
|
}
|
|
|
|
for ( j = 0; j < 3 ; j++ ) {
|
|
assert(tangents[i][j] >= -1 && tangents[i][j] <= 1);
|
|
*(cv->srfPoints + i * nextSurfPoint + 3 + j) = (short)(tangents[i][j] * 32767.0f);
|
|
}
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
*(cv->srfPoints + i * nextSurfPoint + 6 + j) =
|
|
(short)(verts[i].st[j] * POINTS_ST_SCALE);
|
|
|
|
for(k=0;k<numLightMaps;k++)
|
|
{
|
|
*(cv->srfPoints + i * nextSurfPoint + VERTEX_LM+j+(k*2)) =
|
|
verts[i].lightmap[k][j];
|
|
}
|
|
}
|
|
if(needVertexColors) {
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
R_ColorShiftLightingBytes16(
|
|
verts[i].color[k],
|
|
(byte*)(cv->srfPoints + i * nextSurfPoint +
|
|
VERTEX_COLOR(cv->flags) + k));
|
|
#else
|
|
R_ColorShiftLightingBytes(
|
|
verts[i].color[k],
|
|
(byte*)(cv->srfPoints + i * nextSurfPoint +
|
|
VERTEX_COLOR(cv->flags) + 2*k));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
// indexes += ds->indexes >> 12;
|
|
unsigned char *indexStorage = ((unsigned char*)cv) + cv->ofsIndices;
|
|
for ( i = 0 ; i < numIndexes ; i++ ) {
|
|
indexStorage[i] = indexes[ i ];
|
|
}
|
|
|
|
// take the plane information from the lightmap vector
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
cv->plane.normal[i] = (float)ds->lightmapVecs[i] / 32767.f;
|
|
}
|
|
vec3_t fVec;
|
|
fVec[0] = (float)((short)cv->srfPoints[0]);
|
|
fVec[1] = (float)((short)cv->srfPoints[1]);
|
|
fVec[2] = (float)((short)cv->srfPoints[2]);
|
|
cv->plane.dist = DotProduct( fVec, cv->plane.normal );
|
|
SetPlaneSignbits( &cv->plane );
|
|
cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
|
|
|
|
surf->data = (surfaceType_t *)cv;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
ParseMesh
|
|
===============
|
|
*/
|
|
static void ParseMesh ( dpatch_t *ds, mapVert_t *verts, msurface_t *surf,
|
|
drawVert_t* points, drawVert_t* ctrl, float* errorTable ) {
|
|
srfGridMesh_t *grid;
|
|
int i, j, k;
|
|
int width, height, numPoints;
|
|
int lightmapNum[MAXLIGHTMAPS];
|
|
vec3_t bounds[2];
|
|
vec3_t tmpVec;
|
|
static surfaceType_t skipData = SF_SKIP;
|
|
|
|
for(i=0;i<MAXLIGHTMAPS;i++)
|
|
{
|
|
lightmapNum[i] = (int)ds->lightmapNum[i] - 4;
|
|
}
|
|
|
|
// get fog volume
|
|
surf->fogIndex = ds->fogNum + 1;
|
|
|
|
// get shader value
|
|
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles );
|
|
if ( r_singleShader->integer && !surf->shader->sky ) {
|
|
surf->shader = tr.defaultShader;
|
|
}
|
|
|
|
// we may have a nodraw surface, because they might still need to
|
|
// be around for movement clipping
|
|
if ( s_worldData.shaders[ ds->shaderNum ].surfaceFlags & SURF_NODRAW ) {
|
|
surf->data = &skipData;
|
|
return;
|
|
}
|
|
|
|
width = ds->patchWidth;
|
|
height = ds->patchHeight;
|
|
|
|
verts += ds->verts >> 12;
|
|
numPoints = width * height;
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
points[i].xyz[j] = (float)verts[i].xyz[j];
|
|
points[i].normal[j] = (float)verts[i].normal[j] / 32767.f;
|
|
}
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
// Sanity check that alternate fixed point representation
|
|
// is good enough
|
|
assert( verts[i].st[j] * GRID_DRAWVERT_ST_SCALE < 32767 &&
|
|
verts[i].st[j] * GRID_DRAWVERT_ST_SCALE >= -32768 );
|
|
points[i].dvst[j] = verts[i].st[j] * GRID_DRAWVERT_ST_SCALE;
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
points[i].dvlightmap[k][j] =
|
|
((float)verts[i].lightmap[k][j] / POINTS_LIGHT_SCALE) *
|
|
DRAWVERT_LIGHTMAP_SCALE;
|
|
}
|
|
}
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
R_ColorShiftLightingBytes16(verts[i].color[k],
|
|
points[i].dvcolor[k]);
|
|
#else
|
|
R_ColorShiftLightingBytes(verts[i].color[k],
|
|
points[i].dvcolor[k]);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// pre-tesseleate
|
|
grid = R_SubdividePatchToGrid( width, height, points, ctrl, errorTable );
|
|
surf->data = (surfaceType_t *)grid;
|
|
|
|
// copy the level of detail origin, which is the center
|
|
// of the group of all curves that must subdivide the same
|
|
// to avoid cracking
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
bounds[0][i] = ds->lightmapVecs[0][i];
|
|
bounds[1][i] = ds->lightmapVecs[1][i];
|
|
}
|
|
VectorAdd( bounds[0], bounds[1], bounds[1] );
|
|
VectorScale( bounds[1], 0.5f, grid->lodOrigin );
|
|
VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
|
|
grid->lodRadius = VectorLength( tmpVec );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ParseTriSurf
|
|
===============
|
|
*/
|
|
static void ParseTriSurf( dtrisurf_t *ds, mapVert_t *verts, msurface_t *surf, short *indexes ) {
|
|
srfTriangles_t *tri;
|
|
int i, j, k;
|
|
int numVerts, numIndexes;
|
|
|
|
// get fog volume
|
|
surf->fogIndex = ds->fogNum + 1;
|
|
|
|
// get shader
|
|
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapsVertex, ds->lightmapStyles );
|
|
if ( r_singleShader->integer && !surf->shader->sky ) {
|
|
surf->shader = tr.defaultShader;
|
|
}
|
|
|
|
numVerts = ds->verts & 0xFFF;
|
|
numIndexes = ds->indexes & 0xFFF;
|
|
|
|
tri = (srfTriangles_t *) Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] )
|
|
+ numIndexes * sizeof( tri->indexes[0] ), qtrue );
|
|
tri->surfaceType = SF_TRIANGLES;
|
|
tri->numVerts = numVerts;
|
|
tri->numIndexes = numIndexes;
|
|
tri->verts = (drawVert_t *)(tri + 1);
|
|
tri->indexes = (int *)(tri->verts + tri->numVerts );
|
|
|
|
surf->data = (surfaceType_t *)tri;
|
|
|
|
// copy vertexes
|
|
verts += ds->verts >> 12;
|
|
ClearBounds( tri->bounds[0], tri->bounds[1] );
|
|
for ( i = 0 ; i < numVerts ; i++ ) {
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
tri->verts[i].xyz[j] = verts[i].xyz[j];
|
|
tri->verts[i].normal[j] = verts[i].normal[j];
|
|
}
|
|
AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
// Sanity check that alternate fixed point representation
|
|
// is good enough
|
|
// MATT! - double check this!
|
|
// assert( verts[i].st[j] * DRAWVERT_ST_SCALE <= 32767 &&
|
|
// verts[i].st[j] * DRAWVERT_ST_SCALE >= -32768 );
|
|
tri->verts[i].dvst[j] = verts[i].st[j] * DRAWVERT_ST_SCALE;
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
tri->verts[i].dvlightmap[k][j] =
|
|
((float)verts[i].lightmap[k][j] / POINTS_LIGHT_SCALE) *
|
|
DRAWVERT_LIGHTMAP_SCALE;
|
|
}
|
|
}
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
R_ColorShiftLightingBytes16(verts[i].color[k],
|
|
tri->verts[i].dvcolor[k]);
|
|
#else
|
|
R_ColorShiftLightingBytes(verts[i].color[k],
|
|
tri->verts[i].dvcolor[k]);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// copy indexes
|
|
indexes += ds->indexes >> 12;
|
|
for ( i = 0 ; i < numIndexes ; i++ ) {
|
|
tri->indexes[i] = indexes[i];
|
|
if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
|
|
Com_Error( ERR_DROP, "Bad index in triangle surface" );
|
|
}
|
|
}
|
|
|
|
// Build the tangent vectors
|
|
BuildDrawVertTangents(tri->verts, tri->indexes, numIndexes, numVerts);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
ParseFlare
|
|
===============
|
|
*/
|
|
static void ParseFlare( dflare_t *df, msurface_t *surf )
|
|
{
|
|
srfFlare_t *flare;
|
|
int i;
|
|
|
|
surf->fogIndex = df->fogNum + 1;
|
|
|
|
// get shader
|
|
surf->shader = ShaderForShaderNum( df->shaderNum, lightmapsVertex, stylesDefault );
|
|
|
|
flare = (srfFlare_t *) Hunk_Alloc( sizeof( *flare ), qtrue );
|
|
flare->surfaceType = SF_FLARE;
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
flare->origin[i] = df->origin[i];
|
|
flare->color[i] = df->color[i];
|
|
flare->normal[i] = df->normal[i];
|
|
}
|
|
|
|
surf->data = (surfaceType_t *)flare;
|
|
}
|
|
|
|
|
|
void R_LoadFlares( void *surfaces, int surfacelen ) {
|
|
int count, i;
|
|
dflare_t *in = NULL;
|
|
msurface_t *out;
|
|
|
|
count = surfacelen / sizeof(*in);
|
|
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
in = (dflare_t *)surfaces + i;
|
|
out = s_worldData.surfaces + in->code;
|
|
ParseFlare( in, out );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_LoadSurfaces
|
|
===============
|
|
*/
|
|
void R_LoadSurfaces( int count ) {
|
|
s_worldData.surfaces = (struct msurface_s *)
|
|
Hunk_Alloc ( count * sizeof(msurface_s), qtrue );
|
|
s_worldData.numsurfaces = count;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_LoadPatches
|
|
===============
|
|
*/
|
|
void R_LoadPatches( void *verts, int vertlen,
|
|
void *surfaces, int surfacelen ) {
|
|
dpatch_t *in = NULL;
|
|
msurface_t *out;
|
|
mapVert_t *dv;
|
|
int count;
|
|
int i;
|
|
|
|
if (surfacelen == 0) {
|
|
return;
|
|
}
|
|
|
|
count = surfacelen / sizeof(*in);
|
|
|
|
dv = (mapVert_t *)(verts);
|
|
if (vertlen % sizeof(*dv))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
|
|
drawVert_t* points = (drawVert_t*)Z_Malloc(
|
|
MAX_PATCH_SIZE*MAX_PATCH_SIZE*sizeof(drawVert_t),
|
|
TAG_TEMP_WORKSPACE, qfalse);
|
|
|
|
drawVert_t* ctrl = (drawVert_t*)Z_Malloc(
|
|
MAX_GRID_SIZE*MAX_GRID_SIZE*sizeof(drawVert_t),
|
|
TAG_TEMP_WORKSPACE, qfalse);
|
|
|
|
float* errorTable = (float*)Z_Malloc(
|
|
2*MAX_GRID_SIZE*sizeof(float),
|
|
TAG_TEMP_WORKSPACE, qfalse);
|
|
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
in = (dpatch_t *)surfaces + i;
|
|
out = s_worldData.surfaces + in->code;
|
|
ParseMesh ( in, dv, out, points, ctrl, errorTable );
|
|
}
|
|
|
|
Z_Free(errorTable);
|
|
Z_Free(ctrl);
|
|
Z_Free(points);
|
|
|
|
VID_Printf( PRINT_ALL, "...loaded %i meshes\n", count );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_LoadTriSurfs
|
|
===============
|
|
*/
|
|
void R_LoadTriSurfs( void *indexdata, int indexlen,
|
|
void *verts, int vertlen,
|
|
void *surfaces, int surfacelen ) {
|
|
dtrisurf_t *in = NULL;
|
|
msurface_t *out;
|
|
mapVert_t *dv;
|
|
short *indexes;
|
|
int count;
|
|
int i;
|
|
|
|
if (surfacelen == 0) {
|
|
return;
|
|
}
|
|
|
|
count = surfacelen / sizeof(*in);
|
|
|
|
dv = (mapVert_t *)(verts);
|
|
if (vertlen % sizeof(*dv))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
|
|
indexes = (short *)(indexdata);
|
|
if ( indexlen % sizeof(*indexes))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
in = (dtrisurf_t *)surfaces + i;
|
|
out = s_worldData.surfaces + in->code;
|
|
ParseTriSurf( in, dv, out, indexes );
|
|
}
|
|
|
|
VID_Printf( PRINT_ALL, "...loaded %i trisurfs\n", count );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_LoadFaces
|
|
===============
|
|
*/
|
|
void R_LoadFaces( void *indexdata, int indexlen,
|
|
void *verts, int vertlen,
|
|
void *surfaces, int surfacelen ) {
|
|
dface_t *in = NULL;
|
|
msurface_t *out;
|
|
mapVert_t *dv;
|
|
short *indexes;
|
|
int count;
|
|
int i;
|
|
|
|
if (surfacelen == 0) {
|
|
return;
|
|
}
|
|
|
|
count = surfacelen / sizeof(*in);
|
|
|
|
dv = (mapVert_t *)(verts);
|
|
if (vertlen % sizeof(*dv))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
|
|
indexes = (short *)(indexdata);
|
|
if ( indexlen % sizeof(*indexes))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
|
|
// new bit, the face code on our biggest map requires over 15,000 mallocs, which was no problem on the hunk,
|
|
// bit hits the zone pretty bad (even the tagFree takes about 9 seconds for that many memblocks),
|
|
// so special-case pre-alloc enough space for this data (the patches etc can stay as they are)...
|
|
//
|
|
int nTimes = count / 100;
|
|
int nToGo = nTimes;
|
|
int iFaceDataSizeRequired = 0;
|
|
for ( i = 0 ; i < count ; i++)
|
|
{
|
|
in = (dface_t *)surfaces + i;
|
|
|
|
int lightmapNum[MAXLIGHTMAPS];
|
|
for(int j=0; j<4; j++) {
|
|
lightmapNum[j] = (int)in->lightmapNum[j] - 4;
|
|
}
|
|
shader_t *shader = ShaderForShaderNum( in->shaderNum, lightmapNum, in->lightmapStyles );
|
|
bool needVertexColors = NeedVertexColors(shader);
|
|
int numLightMaps = NumLightMaps(shader);
|
|
|
|
int sfaceSize = SurfaceFaceSize(in->verts & 0xFFF,
|
|
numLightMaps, needVertexColors,
|
|
in->indexes & 0xFFF);
|
|
|
|
iFaceDataSizeRequired += sfaceSize;
|
|
assert(sfaceSize < 100 * 1024);
|
|
if (--nToGo <= 0)
|
|
{
|
|
nToGo = nTimes;
|
|
}
|
|
}
|
|
in -= count; // back it up, ready for loop-proper
|
|
|
|
// since this ptr is to hunk data, I can pass it in and have it advanced without worrying about losing
|
|
// the original alloc ptr...
|
|
//
|
|
byte *orgFaceData;
|
|
byte *pFaceDataBuffer = (byte *)Hunk_Alloc( iFaceDataSizeRequired, qtrue );
|
|
orgFaceData = pFaceDataBuffer;
|
|
|
|
// now do regular loop...
|
|
//
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
in = (dface_t *)surfaces + i;
|
|
out = s_worldData.surfaces + in->code;
|
|
ParseFace( in, dv, out, indexes, pFaceDataBuffer );
|
|
if (--nToGo <= 0)
|
|
{
|
|
nToGo = nTimes;
|
|
}
|
|
}
|
|
|
|
VID_Printf( PRINT_ALL, "...loaded %d faces\n", count );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_LoadSubmodels
|
|
=================
|
|
*/
|
|
static void R_LoadSubmodels( void *data, int len ) {
|
|
dmodel_t *in;
|
|
bmodel_t *out;
|
|
int i, j, count;
|
|
|
|
in = (dmodel_t *)(data);
|
|
if (len % sizeof(*in))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
count = len / sizeof(*in);
|
|
|
|
s_worldData.bmodels = out = (bmodel_t *) Hunk_Alloc( count * sizeof(*out), qtrue );
|
|
|
|
for ( i=0 ; i<count ; i++, in++, out++ ) {
|
|
model_t *model;
|
|
|
|
model = R_AllocModel();
|
|
|
|
assert( model != NULL ); // this should never happen
|
|
|
|
model->type = MOD_BRUSH;
|
|
model->bmodel = out;
|
|
Com_sprintf( model->name, sizeof( model->name ), "*%d", i );
|
|
|
|
for (j=0 ; j<3 ; j++) {
|
|
out->bounds[0][j] = in->mins[j];
|
|
out->bounds[1][j] = in->maxs[j];
|
|
}
|
|
|
|
RE_InsertModelIntoHash(model->name, model);
|
|
|
|
out->firstSurface = s_worldData.surfaces + in->firstSurface;
|
|
out->numSurfaces = in->numSurfaces;
|
|
}
|
|
}
|
|
|
|
//==================================================================
|
|
|
|
/*
|
|
=================
|
|
R_SetParent
|
|
=================
|
|
*/
|
|
static void R_SetParent (mnode_t *node, mnode_t *parent)
|
|
{
|
|
node->parent = parent;
|
|
if (node->contents != -1)
|
|
return;
|
|
R_SetParent (node->children[0], node);
|
|
R_SetParent (node->children[1], node);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LoadNodesAndLeafs
|
|
=================
|
|
*/
|
|
static void R_LoadNodesAndLeafs (void *nodes, int nodelen, void *leafs, int leaflen) {
|
|
int i, j, p;
|
|
dnode_t *in;
|
|
dleaf_t *inLeaf;
|
|
mnode_t *outNode;
|
|
mleaf_s *outLeaf;
|
|
int numNodes, numLeafs;
|
|
|
|
in = (dnode_t *)(nodes);
|
|
if (nodelen % sizeof(dnode_t) ||
|
|
leaflen % sizeof(dleaf_t) ) {
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
}
|
|
numNodes = nodelen / sizeof(dnode_t);
|
|
numLeafs = leaflen / sizeof(dleaf_t);
|
|
|
|
outNode = (struct mnode_s *) Hunk_Alloc ( (numNodes) * sizeof(*outNode), qtrue );
|
|
outLeaf = (struct mleaf_s *) Hunk_Alloc ( (numLeafs) * sizeof(*outLeaf), qtrue );
|
|
|
|
s_worldData.nodes = outNode;
|
|
s_worldData.leafs = outLeaf;
|
|
s_worldData.numnodes = numNodes;
|
|
s_worldData.numleafs = numLeafs;
|
|
|
|
// load nodes
|
|
for ( i=0 ; i<numNodes; i++, in++, outNode++)
|
|
{
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
outNode->mins[j] = in->mins[j];
|
|
outNode->maxs[j] = in->maxs[j];
|
|
}
|
|
|
|
outNode->planeNum = in->planeNum;
|
|
outNode->contents = CONTENTS_NODE; // differentiate from leafs
|
|
|
|
for (j=0 ; j<2 ; j++)
|
|
{
|
|
p = in->children[j];
|
|
if (p >= 0) {
|
|
if(p < numNodes) {
|
|
outNode->children[j] = s_worldData.nodes + p;
|
|
} else {
|
|
outNode->children[j] = (mnode_s*)
|
|
(s_worldData.leafs + (p - numNodes));
|
|
}
|
|
} else {
|
|
if(numNodes + (-1 - p) < numNodes) {
|
|
outNode->children[j] = s_worldData.nodes + numNodes + (-1 - p);
|
|
} else {
|
|
outNode->children[j] = (mnode_s*)
|
|
(s_worldData.leafs + (-1 - p));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// load leafs
|
|
inLeaf = (dleaf_t *)(leafs);
|
|
for ( i=0 ; i<numLeafs ; i++, inLeaf++, outLeaf++)
|
|
{
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
outLeaf->mins[j] = inLeaf->mins[j];
|
|
outLeaf->maxs[j] = inLeaf->maxs[j];
|
|
}
|
|
|
|
outLeaf->cluster = inLeaf->cluster;
|
|
outLeaf->area = inLeaf->area;
|
|
|
|
if ( outLeaf->cluster >= s_worldData.numClusters ) {
|
|
s_worldData.numClusters = outLeaf->cluster + 1;
|
|
}
|
|
|
|
outLeaf->firstMarkSurfNum = inLeaf->firstLeafSurface;
|
|
outLeaf->nummarksurfaces = inLeaf->numLeafSurfaces;
|
|
}
|
|
|
|
// chain decendants
|
|
R_SetParent (s_worldData.nodes, NULL);
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
=================
|
|
R_LoadShaders
|
|
=================
|
|
*/
|
|
void R_LoadShaders( void ) {
|
|
/*s_worldData.shaders = cm.shaders;
|
|
s_worldData.numShaders = cm.numShaders;*/
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LoadMarksurfaces
|
|
=================
|
|
*/
|
|
static void R_LoadMarksurfaces (void *data, int len)
|
|
{
|
|
int i, count;
|
|
int *in;
|
|
msurface_t **out;
|
|
|
|
in = (int *)(data);
|
|
if (len % sizeof(*in))
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
count = len / sizeof(*in);
|
|
out = (struct msurface_s **) Hunk_Alloc ( count*sizeof(*out), qtrue );
|
|
|
|
s_worldData.marksurfaces = out;
|
|
s_worldData.nummarksurfaces = count;
|
|
|
|
for ( i=0 ; i<count ; i++)
|
|
{
|
|
if(in[i] > s_worldData.numsurfaces)
|
|
assert(0);
|
|
|
|
out[i] = s_worldData.surfaces + in[i];
|
|
|
|
if (out[i]->shader && out[i]->shader->sort == SS_PORTAL)
|
|
{
|
|
s_worldData.portalPresent = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LoadPlanes
|
|
=================
|
|
*/
|
|
static void R_LoadPlanes( void ) {
|
|
//New method - share with server.
|
|
s_worldData.planes = cmg.planes;
|
|
s_worldData.numplanes = cmg.numPlanes;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LoadFogs
|
|
|
|
=================
|
|
*/
|
|
static void R_LoadFogs( void *fogdata, int foglen,
|
|
void *brushdata, int brushlen,
|
|
void *sidedata, int sidelen ) {
|
|
int i;
|
|
fog_t *out;
|
|
dfog_t *fogs;
|
|
dbrush_t *brushes, *brush;
|
|
dbrushside_t *sides;
|
|
int count, brushesCount, sidesCount;
|
|
int sideNum;
|
|
int planeNum;
|
|
shader_t *shader;
|
|
float d;
|
|
int firstSide=0;
|
|
int lightmaps[MAXLIGHTMAPS] = { LIGHTMAP_NONE } ;
|
|
|
|
fogs = (dfog_t *)(fogdata);
|
|
if (foglen % sizeof(*fogs)) {
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
}
|
|
count = foglen / sizeof(*fogs);
|
|
|
|
// create fog structres for them
|
|
// NOTE: we allocate memory for an extra one so that the LA goggles can turn on their own fog
|
|
s_worldData.numfogs = count + 1;
|
|
s_worldData.fogs = (fog_t *)Hunk_Alloc (( s_worldData.numfogs + 1)*sizeof(*out), qtrue );
|
|
s_worldData.globalFog = -1;
|
|
out = s_worldData.fogs + 1;
|
|
|
|
if ( !count ) {
|
|
return;
|
|
}
|
|
|
|
brushes = (dbrush_t *)(brushdata);
|
|
if (brushlen % sizeof(*brushes)) {
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
}
|
|
brushesCount = brushlen / sizeof(*brushes);
|
|
|
|
sides = (dbrushside_t *)(sidedata);
|
|
if (sidelen % sizeof(*sides)) {
|
|
Com_Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
|
|
}
|
|
sidesCount = sidelen / sizeof(*sides);
|
|
|
|
for ( i=0 ; i<count ; i++, fogs++) {
|
|
out->originalBrushNumber = fogs->brushNum;
|
|
if (out->originalBrushNumber == -1)
|
|
{
|
|
out->bounds[0][0] = out->bounds[0][1] = out->bounds[0][2] = MIN_WORLD_COORD;
|
|
out->bounds[1][0] = out->bounds[1][1] = out->bounds[1][2] = MAX_WORLD_COORD;
|
|
s_worldData.globalFog = i+1;
|
|
}
|
|
else
|
|
{
|
|
if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
|
|
Com_Error( ERR_DROP, "fog brushNumber out of range" );
|
|
}
|
|
brush = brushes + out->originalBrushNumber;
|
|
|
|
firstSide = brush->firstSide;
|
|
|
|
if ( (unsigned)firstSide > sidesCount - 6 ) {
|
|
Com_Error( ERR_DROP, "fog brush sideNumber out of range" );
|
|
}
|
|
|
|
// brushes are always sorted with the axial sides first
|
|
sideNum = firstSide + 0;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;
|
|
|
|
sideNum = firstSide + 1;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;
|
|
|
|
sideNum = firstSide + 2;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;
|
|
|
|
sideNum = firstSide + 3;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;
|
|
|
|
sideNum = firstSide + 4;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;
|
|
|
|
sideNum = firstSide + 5;
|
|
planeNum = sides[ sideNum ].planeNum;
|
|
out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
|
|
}
|
|
|
|
// get information from the shader for fog parameters
|
|
shader = R_FindShader( fogs->shader, lightmaps, stylesDefault, qtrue );
|
|
|
|
out->parms = *shader->fogParms;
|
|
out->colorInt = ColorBytes4 ( shader->fogParms->color[0] * tr.identityLight,
|
|
shader->fogParms->color[1] * tr.identityLight,
|
|
shader->fogParms->color[2] * tr.identityLight, 1.0 );
|
|
|
|
d = shader->fogParms->depthForOpaque < 1 ? 1 : shader->fogParms->depthForOpaque;
|
|
out->tcScale = 1.0 / ( d * 8 );
|
|
|
|
// set the gradient vector
|
|
sideNum = fogs->visibleSide;
|
|
|
|
if ( sideNum == -1 ) {
|
|
out->hasSurface = qfalse;
|
|
} else {
|
|
out->hasSurface = qtrue;
|
|
planeNum = sides[ firstSide + sideNum ].planeNum;
|
|
VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
|
|
out->surface[3] = -s_worldData.planes[ planeNum ].dist;
|
|
}
|
|
|
|
out++;
|
|
}
|
|
|
|
// Initialise the last fog so we can use it with the LA Goggles
|
|
// NOTE: We are might appear to be off the end of the array, but we allocated an extra memory slot above but [purposely] didn't
|
|
// increment the total world numFogs to match our array size
|
|
VectorSet(out->bounds[0], MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD);
|
|
VectorSet(out->bounds[1], MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD);
|
|
out->originalBrushNumber = -1;
|
|
out->parms.color[0] = 0.0f;
|
|
out->parms.color[1] = 0.0f;
|
|
out->parms.color[2] = 0.0f;
|
|
out->parms.color[3] = 0.0f;
|
|
out->parms.depthForOpaque = 0.0f;
|
|
out->colorInt = 0x00000000;
|
|
out->tcScale = 0.0f;
|
|
out->hasSurface = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_LoadLightGrid
|
|
|
|
================
|
|
*/
|
|
void R_LoadLightGrid( void *data, int len ) {
|
|
vec3_t maxs;
|
|
world_t *w;
|
|
int i;
|
|
float *wMins, *wMaxs;
|
|
|
|
w = &s_worldData;
|
|
|
|
w->lightGridInverseSize[0] = 1.0 / w->lightGridSize[0];
|
|
w->lightGridInverseSize[1] = 1.0 / w->lightGridSize[1];
|
|
w->lightGridInverseSize[2] = 1.0 / w->lightGridSize[2];
|
|
|
|
wMins = w->bmodels[0].bounds[0];
|
|
wMaxs = w->bmodels[0].bounds[1];
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
|
|
maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
|
|
w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1;
|
|
}
|
|
|
|
w->lightGridData = (mgrid_t *)Hunk_Alloc( len, qfalse );
|
|
memcpy( w->lightGridData, data, len );
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_LoadLightGridArray
|
|
|
|
================
|
|
*/
|
|
void R_LoadLightGridArray( void *data, int len ) {
|
|
world_t *w;
|
|
|
|
w = &s_worldData;
|
|
|
|
w->numGridArrayElements = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
|
|
|
|
if ( len != w->numGridArrayElements * sizeof(*w->lightGridArray) ) {
|
|
if (len>0)//don't warn if not even lit
|
|
VID_Printf( PRINT_WARNING, "WARNING: light grid array mismatch\n" );
|
|
w->lightGridData = NULL;
|
|
return;
|
|
}
|
|
|
|
w->lightGridArray = (unsigned short *)Hunk_Alloc( len, qfalse );
|
|
memcpy( w->lightGridArray, data, len );
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_LoadEntities
|
|
================
|
|
*/
|
|
void R_LoadEntities( void *data, int len ) {
|
|
const char *p, *token;
|
|
char keyname[MAX_TOKEN_CHARS];
|
|
char value[MAX_TOKEN_CHARS];
|
|
world_t *w;
|
|
float ambient = 1;
|
|
|
|
w = &s_worldData;
|
|
w->lightGridSize[0] = 64;
|
|
w->lightGridSize[1] = 64;
|
|
w->lightGridSize[2] = 128;
|
|
|
|
VectorSet(tr.sunAmbient, 1, 1, 1);
|
|
tr.distanceCull = 12000;//DEFAULT_DISTANCE_CULL;
|
|
|
|
p = (char *)(data);
|
|
|
|
token = COM_ParseExt( &p, qtrue );
|
|
if (!*token || *token != '{') {
|
|
return;
|
|
}
|
|
|
|
// only parse the world spawn
|
|
while ( 1 ) {
|
|
// parse key
|
|
token = COM_ParseExt( &p, qtrue );
|
|
|
|
if ( !*token || *token == '}' ) {
|
|
break;
|
|
}
|
|
Q_strncpyz(keyname, token, sizeof(keyname));
|
|
|
|
// parse value
|
|
token = COM_ParseExt( &p, qtrue );
|
|
|
|
if ( !*token || *token == '}' ) {
|
|
break;
|
|
}
|
|
Q_strncpyz(value, token, sizeof(value));
|
|
|
|
if (!Q_stricmp(keyname, "distanceCull")) {
|
|
sscanf(value, "%f", &tr.distanceCull );
|
|
continue;
|
|
}
|
|
//check for linear fog -rww
|
|
if (!Q_stricmp(keyname, "linFogStart")) {
|
|
sscanf(value, "%f", &tr.rangedFog );
|
|
tr.rangedFog = -tr.rangedFog;
|
|
continue;
|
|
}
|
|
// check for a different grid size
|
|
if (!Q_stricmp(keyname, "gridsize")) {
|
|
sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
|
|
continue;
|
|
}
|
|
// find the optional world ambient for arioche
|
|
if (!Q_stricmp(keyname, "_color")) {
|
|
sscanf(value, "%f %f %f", &tr.sunAmbient[0], &tr.sunAmbient[1], &tr.sunAmbient[2] );
|
|
continue;
|
|
}
|
|
if (!Q_stricmp(keyname, "ambient")) {
|
|
sscanf(value, "%f", &ambient);
|
|
continue;
|
|
}
|
|
}
|
|
//both default to 1 so no harm if not present.
|
|
VectorScale( tr.sunAmbient, ambient, tr.sunAmbient);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
RE_LoadWorldMap
|
|
|
|
Called directly from cgame
|
|
=================
|
|
*/
|
|
void RE_LoadWorldMap_Actual( const char *name, world_t &worldData, int index ) {
|
|
char stripName[MAX_QPATH];
|
|
Lump outputLumps[3];
|
|
|
|
// This is no longer correct. The new code supports sub-models, apparently BSPs in
|
|
// several chunks. If any map tries to use them, the following COM_Error will go
|
|
// off. We haven't hit it yet, but if (when) we do, check out tr_bsp.cpp for changes.
|
|
if ( tr.worldMapLoaded ) {
|
|
Com_Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
|
|
}
|
|
|
|
// set default sun direction to be used if it isn't
|
|
// overridden by a shader
|
|
skyboxportal = 0;
|
|
|
|
tr.sunDirection[0] = 0.45f;
|
|
tr.sunDirection[1] = 0.3f;
|
|
tr.sunDirection[2] = 0.9f;
|
|
|
|
VectorNormalize( tr.sunDirection );
|
|
|
|
Cvar_SetValue( "r_sundir_x", tr.sunDirection[0] );
|
|
Cvar_SetValue( "r_sundir_y", tr.sunDirection[1] );
|
|
Cvar_SetValue( "r_sundir_z", tr.sunDirection[2] );
|
|
|
|
tr.worldMapLoaded = qtrue;
|
|
|
|
// clear tr.world so if the level fails to load, the next
|
|
// try will not look at the partially loaded version
|
|
tr.world = NULL;
|
|
|
|
//Preserve data which was already set in cm_load
|
|
msurface_t *surfacePtr = s_worldData.surfaces;
|
|
int numSurfaces = s_worldData.numsurfaces;
|
|
memset( &s_worldData, 0, sizeof( s_worldData ) );
|
|
s_worldData.surfaces = surfacePtr;
|
|
s_worldData.numsurfaces = numSurfaces;
|
|
//s_worldData.shaders = cm.shaders;
|
|
s_worldData.numShaders = cmg.numShaders;
|
|
|
|
Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );
|
|
|
|
Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
|
|
COM_StripExtension( s_worldData.baseName, s_worldData.baseName );
|
|
|
|
COM_StripExtension(name, stripName);
|
|
|
|
c_gridVerts = 0;
|
|
|
|
// load into heap
|
|
R_LoadPlanes ();
|
|
|
|
outputLumps[0].load(stripName, "fogs");
|
|
outputLumps[1].load(stripName, "brushes");
|
|
outputLumps[2].load(stripName, "brushsides");
|
|
R_LoadFogs( outputLumps[0].data, outputLumps[0].len,
|
|
outputLumps[1].data, outputLumps[1].len,
|
|
outputLumps[2].data, outputLumps[2].len );
|
|
outputLumps[2].clear();
|
|
outputLumps[1].clear();
|
|
|
|
outputLumps[0].load(stripName, "leafsurfaces");
|
|
R_LoadMarksurfaces (outputLumps[0].data, outputLumps[0].len);
|
|
|
|
outputLumps[0].load(stripName, "nodes");
|
|
outputLumps[1].load(stripName, "leafs");
|
|
R_LoadNodesAndLeafs (outputLumps[0].data, outputLumps[0].len,
|
|
outputLumps[1].data, outputLumps[1].len);
|
|
outputLumps[1].clear();
|
|
|
|
outputLumps[0].load(stripName, "models");
|
|
R_LoadSubmodels (outputLumps[0].data, outputLumps[0].len);
|
|
|
|
R_LoadVisibility();
|
|
|
|
outputLumps[0].load(stripName, "entities");
|
|
R_LoadEntities( outputLumps[0].data, outputLumps[0].len );
|
|
outputLumps[0].load(stripName, "lightgrid");
|
|
R_LoadLightGrid( outputLumps[0].data, outputLumps[0].len );
|
|
outputLumps[0].load(stripName, "lightarray");
|
|
R_LoadLightGridArray( outputLumps[0].data, outputLumps[0].len );
|
|
|
|
// only set tr.world now that we know the entire level has loaded properly
|
|
tr.world = &s_worldData;
|
|
|
|
// Load the light parms for this level
|
|
R_LoadLevelLightParms();
|
|
R_GetLightParmsForLevel();
|
|
}
|
|
|
|
|
|
// new wrapper used for convenience to tell z_malloc()-fail recovery code whether it's safe to dump the cached-bsp or not.
|
|
//
|
|
extern qboolean gbUsingCachedMapDataRightNow;
|
|
void RE_LoadWorldMap( const char *name )
|
|
{
|
|
gbUsingCachedMapDataRightNow = qtrue; // !!!!!!!!!!!!
|
|
|
|
RE_LoadWorldMap_Actual( name, s_worldData, 0 );
|
|
|
|
gbUsingCachedMapDataRightNow = qfalse; // !!!!!!!!!!!!
|
|
}
|