fteqw/engine/gl/gl_model.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// models.c -- model loading and caching
// models are the only shared resource between a client and server running
// on the same machine.
#include "quakedef.h"
#if 1//ndef SERVERONLY //FIXME
#include "glquake.h"
#include "com_mesh.h"
extern cvar_t r_shadow_bumpscale_basetexture;
extern cvar_t r_replacemodels;
extern cvar_t gl_lightmap_average;
cvar_t mod_loadentfiles = CVAR("sv_loadentfiles", "1");
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
cvar_t mod_loadentfiles_dir = CVAR("sv_loadentfiles_dir", "");
cvar_t mod_external_vis = CVARD("mod_external_vis", "1", "Attempt to load .vis patches for quake maps, allowing transparent water to work properly.");
cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development)."); //set to 0 for hexen2 and its otherwise-spammy-as-heck demo.
cvar_t mod_litsprites = CVARD("mod_litsprites", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.");
cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
#ifdef SERVERONLY
cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0
cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
cvar_t dpcompat_psa_ungroup = CVAR ("dpcompat_psa_ungroup", "0");
texture_t r_notexture_mip_real;
texture_t *r_notexture_mip = &r_notexture_mip_real;
#endif
qboolean isnotmap = true; //used to not warp ammo models.
void CM_Init(void);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void CM_Shutdown(void);
void Mod_LoadSpriteShaders(model_t *spr);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadSpriteModel (model_t *mod, void *buffer, size_t fsize);
qboolean QDECL Mod_LoadSprite2Model (model_t *mod, void *buffer, size_t fsize);
qboolean QDECL Mod_LoadBrushModel (model_t *mod, void *buffer, size_t fsize);
#ifdef Q2BSPS
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadQ2BrushModel (model_t *mod, void *buffer, size_t fsize);
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
model_t *Mod_LoadModel (model_t *mod, enum mlverbosity_e verbose);
static void Mod_PrintFormats_f(void);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
static void Mod_SaveEntFile_f(void);
#ifdef MAP_DOOM
qboolean QDECL Mod_LoadDoomLevel(model_t *mod, void *buffer, size_t fsize);
#endif
#ifdef DSPMODELS
void Mod_LoadDoomSprite (model_t *mod);
#endif
#define MAX_MOD_KNOWN 8192
model_t *mod_known;
int mod_numknown;
extern cvar_t r_loadlits;
#ifdef SPECULAR
extern cvar_t gl_specular;
#endif
extern cvar_t r_fb_bmodels;
mesh_t nullmesh;
void Mod_SortShaders(model_t *mod);
void Mod_LoadAliasShaders(model_t *mod);
#ifdef RUNTIMELIGHTING
model_t *lightmodel;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
struct relight_ctx_s *lightcontext;
int numlightdata;
qboolean writelitfile;
long relitsurface;
void Mod_UpdateLightmap(int snum)
{
msurface_t *s;
if (lightmodel)
{
// int i;
// for (s = lightmodel->surfaces,i=0; i < lightmodel->numsurfaces; i++,s++)
// s->cached_dlight = -1;
if (snum < lightmodel->numsurfaces)
{
s = lightmodel->surfaces + snum;
s->cached_dlight = -1;
}
else
Con_Printf("lit non-existant surface\n");
}
}
#endif
static void Mod_MemList_f(void)
{
int m;
model_t *mod;
int total = 0;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->memgroup.bytes)
Con_Printf("%s: %i bytes\n", mod->name, mod->memgroup.bytes);
total += mod->memgroup.bytes;
}
Con_Printf("Total: %i bytes\n", total);
}
#ifndef SERVERONLY
static void Mod_BatchList_f(void)
{
int m, i;
model_t *mod;
batch_t *batch;
unsigned int count;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && mod->loadstate == MLS_LOADED)
{
Con_Printf("^1%s:\n", mod->name);
count = 0;
for (i = 0; i < SHADER_SORT_COUNT; i++)
{
for (batch = mod->batches[i]; batch; batch = batch->next)
{
#if MAXRLIGHTMAPS > 1
if (batch->lightmap[3] >= 0)
Con_Printf(" %s lm=(%i:%i %i:%i %i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lmlightstyle[0], batch->lightmap[1], batch->lmlightstyle[1], batch->lightmap[2], batch->lmlightstyle[2], batch->lightmap[3], batch->lmlightstyle[3], batch->maxmeshes);
else if (batch->lightmap[2] >= 0)
Con_Printf(" %s lm=(%i:%i %i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lmlightstyle[0], batch->lightmap[1], batch->lmlightstyle[1], batch->lightmap[2], batch->lmlightstyle[2], batch->maxmeshes);
else if (batch->lightmap[1] >= 0)
Con_Printf(" %s lm=(%i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lmlightstyle[0], batch->lightmap[1], batch->lmlightstyle[1], batch->maxmeshes);
else
#endif
if (batch->lmlightstyle[0] != 255)
Con_Printf(" %s lm=(%i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lmlightstyle[0], batch->maxmeshes);
else
Con_Printf(" %s lm=%i surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->maxmeshes);
count++;
}
}
Con_Printf("^h(%u batches, lm %i*%i, lux %s)\n", count, mod->lightmaps.width, mod->lightmaps.height, mod->lightmaps.deluxemapping?"true":"false");
}
}
}
static void Mod_TextureList_f(void)
{
int m, i;
texture_t *tx;
model_t *mod;
qboolean shownmodelname = false;
int count = 0;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (shownmodelname)
Con_Printf("(%u textures)\n", count);
shownmodelname = false;
if (mod->type == mod_brush && mod->loadstate == MLS_LOADED)
{
if (*mod->name == '*')
continue;// inlines don't count
count = 0;
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!shownmodelname)
{
shownmodelname = true;
Con_Printf("%s\n", mod->name);
count = 0;
}
Con_Printf(" %s\n", tx->name);
count++;
}
}
}
if (shownmodelname)
Con_Printf("(%u textures)\n", count);
}
static void Mod_BlockTextureColour_f (void)
{
char texname[64];
model_t *mod;
texture_t *tx;
// shader_t *s;
char *match = Cmd_Argv(1);
int i, m;
// unsigned int colour[8*8];
unsigned int rgba;
((char *)&rgba)[0] = atoi(Cmd_Argv(2));
((char *)&rgba)[1] = atoi(Cmd_Argv(3));
((char *)&rgba)[2] = atoi(Cmd_Argv(4));
((char *)&rgba)[3] = 255;
sprintf(texname, "purergb_%i_%i_%i", (int)((char *)&rgba)[0], (int)((char *)&rgba)[1], (int)((char *)&rgba)[2]);
/* s = R_RegisterCustom(Cmd_Argv(2), SUF_LIGHTMAP, NULL, NULL);
if (!s)
{
s = R_RegisterCustom (texname, SUF_LIGHTMAP, Shader_DefaultBSPQ1, NULL);
for (i = 0; i < sizeof(colour)/sizeof(colour[0]); i++)
colour[i] = rgba;
s->defaulttextures.base = GL_LoadTexture32(texname, 8, 8, colour, IF_NOMIPMAP);
}
*/
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && mod->loadstate == MLS_LOADED)
{
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!stricmp(tx->name, match))
tx->shader->defaulttextures->base = Image_GetTexture(texname, NULL, IF_NOMIPMAP|IF_NEAREST, &rgba, NULL, 1, 1, TF_BGRA32);
}
}
}
}
#endif
#if defined(RUNTIMELIGHTING) && defined(MULTITHREAD)
void *relightthread[8];
unsigned int relightthreads;
volatile qboolean wantrelight;
int RelightThread(void *arg)
{
int surf;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void *threadctx = malloc(lightthreadctxsize);
while (wantrelight)
{
#ifdef _WIN32
surf = InterlockedIncrement(&relitsurface);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#elif defined(__GNUC__)
surf = __sync_add_and_fetch(&relitsurface, 1);
#else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
surf = relitsurface++;
#endif
if (surf >= lightmodel->numsurfaces)
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
LightFace(lightcontext, threadctx, surf);
lightmodel->surfaces[surf].cached_dlight = -1;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
free(threadctx);
return 0;
}
#else
void *lightmainthreadctx;
#endif
void Mod_Think (void)
{
#ifdef RUNTIMELIGHTING
if (lightmodel)
{
#ifdef MULTITHREAD
if (!relightthreads)
{
int i;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && !defined(WINRT)
HANDLE me = GetCurrentProcess();
DWORD_PTR proc, sys;
/*count cpus*/
GetProcessAffinityMask(me, &proc, &sys);
relightthreads = 0;
for (i = 0; i < sizeof(proc)*8; i++)
if (proc & ((size_t)1u<<i))
relightthreads++;
/*subtract 1*/
if (relightthreads <= 1)
relightthreads = 1;
else
relightthreads--;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#elif defined(__GNUC__)
relightthreads = 2; //erm, lets hope...
#else
/*can't do atomics*/
relightthreads = 1;
#endif
if (relightthreads > sizeof(relightthread)/sizeof(relightthread[0]))
relightthreads = sizeof(relightthread)/sizeof(relightthread[0]);
wantrelight = true;
for (i = 0; i < relightthreads; i++)
relightthread[i] = Sys_CreateThread("relight", RelightThread, lightmodel, THREADP_NORMAL, 0);
}
if (relitsurface < lightmodel->numsurfaces)
{
return;
}
#else
if (!lightmainthreadctx)
lightmainthreadctx = malloc(lightthreadctxsize);
LightFace(lightcontext, lightmainthreadctx, relitsurface);
Mod_UpdateLightmap(relitsurface);
relitsurface++;
#endif
if (relitsurface >= lightmodel->numsurfaces)
{
vfsfile_t *f;
char filename[MAX_QPATH];
Con_Printf("Finished lighting %s\n", lightmodel->name);
#ifdef MULTITHREAD
if (relightthreads)
{
int i;
wantrelight = false;
for (i = 0; i < relightthreads; i++)
{
Sys_WaitOnThread(relightthread[i]);
relightthread[i] = NULL;
}
relightthreads = 0;
}
#else
free(lightmainthreadctx);
lightmainthreadctx = NULL;
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
LightShutdown(lightcontext, lightmodel);
lightcontext = NULL;
if (lightmodel->deluxdata)
{
COM_StripExtension(lightmodel->name, filename, sizeof(filename));
COM_DefaultExtension(filename, ".lux", sizeof(filename));
f = FS_OpenVFS(filename, "wb", FS_GAME);
if (f)
{
VFS_WRITE(f, "QLIT\1\0\0\0", 8);
VFS_WRITE(f, lightmodel->deluxdata, numlightdata*3);
VFS_CLOSE(f);
}
else
Con_Printf("Unable to write \"%s\"\n", filename);
}
if (writelitfile) //the user might already have a lit file (don't overwrite it).
{
COM_StripExtension(lightmodel->name, filename, sizeof(filename));
COM_DefaultExtension(filename, ".lit", sizeof(filename));
f = FS_OpenVFS(filename, "wb", FS_GAME);
if (f)
{
VFS_WRITE(f, "QLIT\1\0\0\0", 8);
VFS_WRITE(f, lightmodel->lightdata, numlightdata*3);
VFS_CLOSE(f);
}
else
Con_Printf("Unable to write \"%s\"\n", filename);
}
lightmodel = NULL;
}
}
#endif
}
void Mod_RebuildLightmaps (void)
{
int i, j;
msurface_t *surf;
model_t *mod;
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate != MLS_LOADED)
continue;
if (mod->type == mod_brush)
{
for (j=0, surf = mod->surfaces; j<mod->numsurfaces ; j++, surf++)
surf->cached_dlight=-1;//force it
}
}
}
void Mod_ResortShaders(void)
{
//called when some shader changed its sort key.
//this means we have to hunt down all models and update their batches.
//really its only bsps that need this.
batch_t *oldlists[SHADER_SORT_COUNT], *b;
int i, j, bs;
model_t *mod;
for (i=0, mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate != MLS_LOADED)
continue;
memcpy(oldlists, mod->batches, sizeof(oldlists));
memset(mod->batches, 0, sizeof(oldlists));
for (j = 0; j < SHADER_SORT_COUNT; j++)
{
while((b=oldlists[j]))
{
oldlists[j] = b->next;
bs = b->shader?b->shader->sort:j;
b->next = mod->batches[bs];
mod->batches[bs] = b;
}
}
}
}
/*
===================
Mod_ClearAll
===================
called before new content is loaded.
*/
static int mod_datasequence;
void Mod_ClearAll (void)
{
#ifdef RUNTIMELIGHTING
#ifdef MULTITHREAD
int i;
wantrelight = false;
for (i = 0; i < relightthreads; i++)
{
Sys_WaitOnThread(relightthread[i]);
relightthread[i] = NULL;
}
relightthreads = 0;
#else
free(lightmainthreadctx);
lightmainthreadctx = NULL;
#endif
lightmodel = NULL;
#endif
mod_datasequence++;
}
//can be called in one of two ways.
//force=true: explicit flush. everything goes, even if its still in use.
//force=false: map change. lots of stuff is no longer in use and can be freely flushed.
//certain models cannot be safely flushed while still in use. such models will not be flushed even if forced (they may still be partially flushed).
void Mod_Purge(enum mod_purge_e ptype)
{
int i;
model_t *mod;
qboolean unused;
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
unused = mod->datasequence != mod_datasequence;
//this model isn't active any more.
if (unused || ptype != MP_MAPCHANGED)
{
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (unused)
Con_DPrintf("model \"%s\" no longer needed\n", mod->name);
#ifdef TERRAIN
//we can safely flush all terrain sections at any time
if (mod->terrain && ptype != MP_MAPCHANGED)
Terr_PurgeTerrainModel(mod, false, true);
#endif
//purge any vbos
if (mod->type == mod_brush)
{
//brush models cannot be safely flushed.
if (!unused && ptype != MP_RESET)
continue;
#ifndef SERVERONLY
Surf_Clear(mod);
#endif
}
#ifdef TERRAIN
if (mod->type == mod_brush || mod->type == mod_heightmap)
{
//heightmap/terrain models cannot be safely flushed (brush models might have terrain embedded).
if (!unused && ptype != MP_RESET)
continue;
Terr_FreeModel(mod);
}
#endif
if (mod->type == mod_alias)
{
Mod_DestroyMesh(mod->meshinfo);
mod->meshinfo = NULL;
}
//and obliterate anything else remaining in memory.
ZG_FreeGroup(&mod->memgroup);
mod->meshinfo = NULL;
mod->loadstate = MLS_NOTLOADED;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
mod->submodelof = NULL;
mod->pvs = NULL;
mod->phs = NULL;
}
}
}
/*
===============
Mod_Init
===============
*/
void Mod_Init (qboolean initial)
{
if (!mod_known)
mod_known = malloc(MAX_MOD_KNOWN * sizeof(*mod_known));
if (!initial)
{
Mod_ClearAll(); //shouldn't be needed
Mod_Purge(MP_RESET);//shouldn't be needed
mod_numknown = 0;
Q1BSP_Init();
Cmd_AddCommand("mod_memlist", Mod_MemList_f);
#ifndef SERVERONLY
Cmd_AddCommand("mod_batchlist", Mod_BatchList_f);
Cmd_AddCommand("mod_texturelist", Mod_TextureList_f);
Cmd_AddCommand("mod_usetexture", Mod_BlockTextureColour_f);
#endif
}
else
{
Cvar_Register(&mod_external_vis, "Graphical Nicaties");
Cvar_Register(&mod_warnmodels, "Graphical Nicaties");
Cvar_Register(&mod_litsprites, "Graphical Nicaties");
Cvar_Register(&mod_loadentfiles, NULL);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Cvar_Register(&mod_loadentfiles_dir, NULL);
Cvar_Register(&temp_lit2support, NULL);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Cmd_AddCommand("sv_saveentfile", Mod_SaveEntFile_f);
Cmd_AddCommand("version_modelformats", Mod_PrintFormats_f);
}
if (initial)
{
Alias_Register();
#ifdef SPRMODELS
Mod_RegisterModelFormatMagic(NULL, "Quake1 Sprite (spr)", IDSPRITEHEADER, Mod_LoadSpriteModel);
#endif
#ifdef SP2MODELS
Mod_RegisterModelFormatMagic(NULL, "Quake2 Sprite (sp2)", IDSPRITE2HEADER, Mod_LoadSprite2Model);
#endif
//q2/q3bsps
#ifdef Q2BSPS
Mod_RegisterModelFormatMagic(NULL, "Quake2/Quake2 Map (bsp)", IDBSPHEADER, Mod_LoadQ2BrushModel);
#endif
#ifdef Q3BSPS
Mod_RegisterModelFormatMagic(NULL, "Raven Map (bsp)", ('R'<<0)+('B'<<8)+('S'<<16)+('P'<<24), Mod_LoadQ2BrushModel);
Mod_RegisterModelFormatMagic(NULL, "QFusion Map (bsp)", ('F'<<0)+('B'<<8)+('S'<<16)+('P'<<24), Mod_LoadQ2BrushModel);
#endif
//doom maps
#ifdef MAP_DOOM
Mod_RegisterModelFormatMagic(NULL, "Doom IWad Map", (('D'<<24)+('A'<<16)+('W'<<8)+'I'), Mod_LoadDoomLevel);
Mod_RegisterModelFormatMagic(NULL, "Doom PWad Map", (('D'<<24)+('A'<<16)+('W'<<8)+'P'), Mod_LoadDoomLevel);
#endif
#ifdef MAP_PROC
Mod_RegisterModelFormatText(NULL, "Doom3 (cm)", "CM", D3_LoadMap_CollisionMap);
#endif
//q1-based formats
Mod_RegisterModelFormatMagic(NULL, "Quake1 2PSB Map(bsp)", BSPVERSION_LONG1, Mod_LoadBrushModel);
Mod_RegisterModelFormatMagic(NULL, "Quake1 BSP2 Map(bsp)", BSPVERSION_LONG2, Mod_LoadBrushModel);
Mod_RegisterModelFormatMagic(NULL, "Half-Life Map (bsp)", 30, Mod_LoadBrushModel);
Mod_RegisterModelFormatMagic(NULL, "Quake1 Map (bsp)", 29, Mod_LoadBrushModel);
Mod_RegisterModelFormatMagic(NULL, "Quake1 Prerelease Map (bsp)", 28, Mod_LoadBrushModel);
}
}
void Mod_Shutdown (qboolean final)
{
if (final)
{
Mod_ClearAll();
Mod_Purge(MP_RESET);
Mod_UnRegisterAllModelFormats(NULL);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef Q2BSPS
CM_Shutdown();
#endif
}
else
{
Mod_ClearAll();
Mod_Purge(MP_RESET);
Cmd_RemoveCommand("mod_memlist");
Cmd_RemoveCommand("mod_batchlist");
Cmd_RemoveCommand("mod_texturelist");
Cmd_RemoveCommand("mod_usetexture");
}
free(mod_known);
mod_known = NULL;
mod_numknown = 0;
#ifndef SERVERONLY
r_worldentity.model = NULL; //just in case.
cl_numvisedicts = 0; //make sure nothing gets cached.
#endif
}
/*
===============
Mod_Init
Caches the data if needed
===============
*/
void *Mod_Extradata (model_t *mod)
{
void *r;
r = mod->meshinfo;
if (r)
return r;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Mod_LoadModel (mod, MLV_ERROR);
if (!mod->meshinfo)
Sys_Error ("Mod_Extradata: caching failed");
return mod->meshinfo;
}
/*
===============
Mod_PointInLeaf
===============
*/
mleaf_t *Mod_PointInLeaf (model_t *model, vec3_t p)
{
mnode_t *node;
float d;
mplane_t *plane;
if (!model)
{
Sys_Error ("Mod_PointInLeaf: bad model");
}
if (!model->nodes)
return NULL;
#ifdef Q2BSPS
if (model->fromgame == fg_quake2 || model->fromgame == fg_quake3)
{
return model->leafs + CM_PointLeafnum(model, p);
}
#endif
if (model->fromgame == fg_doom)
{
return NULL;
}
node = model->nodes;
while (1)
{
if (node->contents < 0)
return (mleaf_t *)node;
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0)
node = node->children[0];
else
node = node->children[1];
}
return NULL; // never reached
}
const char *Mod_FixName(const char *modname, const char *worldname)
{
if (*modname == '*' && worldname && *worldname)
{
//make sure that the value is an inline value with no existing extra postfix or anything.
char *e;
if (strtoul(modname+1, &e, 10) != 0)
if (!*e)
return va("%s:%s", modname, worldname);
}
return modname;
}
/*
==================
Mod_FindName
==================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
model_t *Mod_FindName (const char *name)
{
int i;
model_t *mod;
// if (!name[0])
// Sys_Error ("Mod_ForName: NULL name");
//
// search the currently loaded models
//
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
if (!strcmp (mod->name, name) )
break;
if (i == mod_numknown)
{
#ifdef LOADERTHREAD
Sys_LockMutex(com_resourcemutex);
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
if (!strcmp (mod->name, name) )
break;
if (i == mod_numknown)
{
#endif
if (mod_numknown == MAX_MOD_KNOWN)
Sys_Error ("mod_numknown == MAX_MOD_KNOWN");
if (strlen(name) >= sizeof(mod->name))
Sys_Error ("model name is too long: %s", name);
memset(mod, 0, sizeof(model_t)); //clear the old model as the renderers use the same globals
Q_strncpyz (mod->name, name, sizeof(mod->name));
mod->loadstate = MLS_NOTLOADED;
mod_numknown++;
mod->particleeffect = -1;
mod->particletrail = -1;
#ifdef LOADERTHREAD
}
Sys_UnlockMutex(com_resourcemutex);
#endif
}
// if (mod->loadstate == MLS_FAILED)
// mod->loadstate = MLS_NOTLOADED;
//mark it as active, so it doesn't get flushed prematurely
mod->datasequence = mod_datasequence;
return mod;
}
/*
==================
Mod_TouchModel
==================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void Mod_TouchModel (const char *name)
{
//findname does this anyway.
Mod_FindName (name);
}
static struct
{
void *module;
char *formatname;
char *ident;
unsigned int magic;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean (QDECL *load) (model_t *mod, void *buffer, size_t buffersize);
} modelloaders[64];
static void Mod_PrintFormats_f(void)
{
int i;
for (i = 0; i < sizeof(modelloaders)/sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].load && modelloaders[i].formatname)
Con_Printf("%s\n", modelloaders[i].formatname);
}
}
int Mod_RegisterModelFormatText(void *module, const char *formatname, char *magictext, qboolean (QDECL *load) (model_t *mod, void *buffer, size_t fsize))
{
int i, free = -1;
for (i = 0; i < sizeof(modelloaders)/sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].ident && !strcmp(modelloaders[i].ident, magictext))
{
free = i;
break; //extension match always replaces
}
else if (!modelloaders[i].load && free < 0)
free = i;
}
if (free < 0)
return 0;
modelloaders[free].module = module;
modelloaders[free].formatname = Z_StrDup(formatname);
modelloaders[free].magic = 0;
modelloaders[free].ident = Z_StrDup(magictext);
modelloaders[free].load = load;
return free+1;
}
int Mod_RegisterModelFormatMagic(void *module, const char *formatname, unsigned int magic, qboolean (QDECL *load) (model_t *mod, void *buffer, size_t fsize))
{
int i, free = -1;
for (i = 0; i < sizeof(modelloaders)/sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].magic && modelloaders[i].magic == magic)
{
free = i;
break; //extension match always replaces
}
else if (!modelloaders[i].load && free < 0)
free = i;
}
if (free < 0)
return 0;
modelloaders[free].module = module;
if (modelloaders[free].formatname)
Z_Free(modelloaders[free].formatname);
modelloaders[free].formatname = Z_StrDup(formatname);
modelloaders[free].magic = magic;
modelloaders[free].ident = NULL;
modelloaders[free].load = load;
return free+1;
}
void Mod_UnRegisterModelFormat(void *module, int idx)
{
idx--;
if ((unsigned int)(idx) >= sizeof(modelloaders)/sizeof(modelloaders[0]))
return;
if (modelloaders[idx].module != module)
return;
COM_WorkerFullSync();
Z_Free(modelloaders[idx].ident);
modelloaders[idx].ident = NULL;
Z_Free(modelloaders[idx].formatname);
modelloaders[idx].formatname = NULL;
modelloaders[idx].magic = 0;
modelloaders[idx].load = NULL;
modelloaders[idx].module = NULL;
//FS_Restart will be needed
}
void Mod_UnRegisterAllModelFormats(void *module)
{
int i;
COM_WorkerFullSync();
for (i = 0; i < sizeof(modelloaders)/sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].module == module)
Mod_UnRegisterModelFormat(module, i+1);
}
}
void Mod_ModelLoaded(void *ctx, void *data, size_t a, size_t b)
{
qboolean previouslyfailed;
model_t *mod = ctx;
enum mlverbosity_e verbose = b;
#ifndef SERVERONLY
P_LoadedModel(mod);
#endif
previouslyfailed = mod->loadstate == MLS_FAILED;
mod->loadstate = a;
#ifdef TERRAIN
if (mod->terrain)
Terr_FinishTerrain(mod);
#endif
#ifndef SERVERONLY
if (mod->type == mod_brush)
{
Surf_BuildModelLightmaps(mod);
}
if (mod->type == mod_sprite)
{
Mod_LoadSpriteShaders(mod);
}
if (mod->type == mod_alias)
{
if (qrenderer != QR_NONE)
Mod_LoadAliasShaders(mod);
#ifdef RAGDOLL
{
int numbones = Mod_GetNumBones(mod, false);
if (numbones)
{
size_t filesize;
char *buf;
char dollname[MAX_QPATH];
Q_snprintfz(dollname, sizeof(dollname), "%s.doll", mod->name);
buf = COM_LoadFile(dollname, 5, &filesize);
if (buf)
{
mod->dollinfo = rag_createdollfromstring(mod, dollname, numbones, buf);
BZ_Free(buf);
}
}
}
#endif
}
#endif
switch(verbose)
{
default:
case MLV_ERROR:
Host_EndGame ("Mod_NumForName: %s not found or couldn't load", mod->name);
break;
case MLV_WARN:
if (*mod->name != '*' && strcmp(mod->name, "null") && mod_warnmodels.ival && !previouslyfailed)
Con_Printf(CON_ERROR "Unable to load %s\n", mod->name);
break;
case MLV_SILENT:
break;
}
}
/*
==================
Mod_LoadModel
Loads a model into the cache
==================
*/
void Mod_LoadModelWorker (void *ctx, void *data, size_t a, size_t b)
{
model_t *mod = ctx;
enum mlverbosity_e verbose = a;
unsigned *buf = NULL;
char mdlbase[MAX_QPATH];
char *replstr;
qboolean doomsprite = false;
unsigned int magic, i;
size_t filesize;
char ext[8];
if (!*mod->name)
{
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->engineflags = 0;
COM_AddWork(0, Mod_ModelLoaded, mod, NULL, MLS_LOADED, 0);
return;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef RAGDOLL
if (mod->dollinfo)
{
rag_freedoll(mod->dollinfo);
mod->dollinfo = NULL;
}
#endif
if (mod->loadstate == MLS_FAILED)
return;
//
// load the file
//
// set necessary engine flags for loading purposes
if (!strcmp(mod->name, "progs/player.mdl"))
mod->engineflags |= MDLF_PLAYER | MDLF_DOCRC;
else if (!strcmp(mod->name, "progs/flame.mdl") ||
!strcmp(mod->name, "progs/flame2.mdl") ||
!strcmp(mod->name, "models/flame1.mdl") || //hexen2 small standing flame
!strcmp(mod->name, "models/flame2.mdl") || //hexen2 large standing flame
!strcmp(mod->name, "models/cflmtrch.mdl")) //hexen2 wall torch
mod->engineflags |= MDLF_FLAME;
else if (!strcmp(mod->name, "progs/bolt.mdl") ||
!strcmp(mod->name, "progs/bolt2.mdl") ||
!strcmp(mod->name, "progs/bolt3.mdl") ||
!strcmp(mod->name, "progs/beam.mdl") ||
!strcmp(mod->name, "models/stsunsf2.mdl") ||
!strcmp(mod->name, "models/stsunsf1.mdl") ||
!strcmp(mod->name, "models/stice.mdl"))
mod->engineflags |= MDLF_BOLT;
else if (!strcmp(mod->name, "progs/backpack.mdl"))
mod->engineflags |= MDLF_NOTREPLACEMENTS;
else if (!strcmp(mod->name, "progs/eyes.mdl"))
mod->engineflags |= MDLF_NOTREPLACEMENTS|MDLF_DOCRC;
/*handle ezquake-originated cheats that would feck over fte users if fte didn't support
these are the conditions required for r_fb_models on non-players*/
mod->engineflags |= MDLF_EZQUAKEFBCHEAT;
if ((mod->engineflags & MDLF_DOCRC) ||
!strcmp(mod->name, "progs/backpack.mdl") ||
!strcmp(mod->name, "progs/gib1.mdl") ||
!strcmp(mod->name, "progs/gib2.mdl") ||
!strcmp(mod->name, "progs/gib3.mdl") ||
!strcmp(mod->name, "progs/h_player.mdl") ||
!strncmp(mod->name, "progs/v_", 8))
mod->engineflags &= ~MDLF_EZQUAKEFBCHEAT;
// get string used for replacement tokens
COM_FileExtension(mod->name, ext, sizeof(ext));
if (!Q_strcasecmp(ext, "spr") || !Q_strcasecmp(ext, "sp2"))
replstr = ""; // sprite
else if (!Q_strcasecmp(ext, "dsp")) // doom sprite
{
replstr = "";
doomsprite = true;
}
else // assume models
replstr = r_replacemodels.string;
// gl_load24bit 0 disables all replacements
if (!gl_load24bit.value)
replstr = "";
COM_StripExtension(mod->name, mdlbase, sizeof(mdlbase));
while (replstr)
{
char token[256];
replstr = COM_ParseStringSet(replstr, token, sizeof(token));
if (replstr)
{
char altname[MAX_QPATH];
Q_snprintfz(altname, sizeof(altname), "%s.%s", mdlbase, token);
TRACE(("Mod_LoadModel: Trying to load (replacement) model \"%s\"\n", altname));
buf = (unsigned *)COM_LoadFile (altname, 5, &filesize);
}
else
{
TRACE(("Mod_LoadModel: Trying to load model \"%s\"\n", mod->name));
buf = (unsigned *)COM_LoadFile (mod->name, 5, &filesize);
if (!buf)
{
#ifdef DSPMODELS
if (doomsprite) // special case needed for doom sprites
{
TRACE(("Mod_LoadModel: doomsprite: \"%s\"\n", mod->name));
Mod_LoadDoomSprite(mod);
BZ_Free(buf);
COM_AddWork(0, Mod_ModelLoaded, mod, NULL, MLS_LOADED, 0);
return;
}
#endif
break; // failed to load unreplaced file and nothing left
}
}
if (!buf)
continue;
//
// fill it in
//
Mod_DoCRC(mod, (char*)buf, filesize);
magic = LittleLong(*(unsigned *)buf);
for(i = 0; i < sizeof(modelloaders) / sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].load && modelloaders[i].magic == magic && !modelloaders[i].ident)
break;
}
if (i < sizeof(modelloaders) / sizeof(modelloaders[0]))
{
if (!modelloaders[i].load(mod, buf, filesize))
{
BZ_Free(buf);
continue;
}
}
else
{
COM_ParseOut((char*)buf, token, sizeof(token));
for(i = 0; i < sizeof(modelloaders) / sizeof(modelloaders[0]); i++)
{
if (modelloaders[i].load && modelloaders[i].ident && !strcmp(modelloaders[i].ident, token))
break;
}
if (i < sizeof(modelloaders) / sizeof(modelloaders[0]))
{
if (!modelloaders[i].load(mod, buf, filesize))
{
BZ_Free(buf);
continue;
}
}
else
{
Con_Printf(CON_WARNING "Unrecognised model format 0x%x (%c%c%c%c)\n", LittleLong(*(unsigned *)buf), ((char*)buf)[0], ((char*)buf)[1], ((char*)buf)[2], ((char*)buf)[3]);
BZ_Free(buf);
continue;
}
}
/*
#ifdef MAP_PROC
if (!strcmp(com_token, "CM")) //doom3 map.
{
TRACE(("Mod_LoadModel: doom3 CM\n"));
if (!D3_LoadMap_CollisionMap (mod, (char*)buf))
continue;
break;
}
#endif
*/
TRACE(("Mod_LoadModel: Loaded\n"));
BZ_Free(buf);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
COM_AddWork(0, Mod_ModelLoaded, mod, NULL, MLS_LOADED, 0);
return;
}
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->engineflags = 0;
COM_AddWork(0, Mod_ModelLoaded, mod, NULL, MLS_FAILED, verbose);
}
model_t *Mod_LoadModel (model_t *mod, enum mlverbosity_e verbose)
{
if (mod->loadstate == MLS_NOTLOADED && *mod->name != '*')
{
mod->loadstate = MLS_LOADING;
// if (verbose == MLV_ERROR) //if its fatal on failure (ie: world), do it on the main thread and block to wait for it.
// Mod_LoadModelWorker(mod, MLV_WARN, 0);
// else
COM_AddWork(1, Mod_LoadModelWorker, mod, NULL, verbose, 0);
}
if (verbose == MLV_ERROR)
{
//someone already tried to load it without caring if it failed or not. make sure its loaded.
//fixme: this is a spinloop.
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (mod->loadstate != MLS_LOADED)
Host_EndGame ("Mod_NumForName: %s not found or couldn't load", mod->name);
}
return mod;
}
/*
==================
Mod_ForName
Loads in a model for the given name
==================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
model_t *Mod_ForName (const char *name, enum mlverbosity_e verbosity)
{
model_t *mod;
mod = Mod_FindName (name);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return Mod_LoadModel (mod, verbosity);
}
/*
===============================================================================
BRUSHMODEL LOADING
===============================================================================
*/
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static const struct
{
const char *oldname;
unsigned int chksum; //xor-compacted md4
const char *newname;
} buggytextures[] =
{
//FIXME: we should load this table from disk or something.
//old sum new
{"metal5_2", 0x45d110ec, "metal5_2_arc"},
{"metal5_2", 0x0d275f87, "metal5_2_x"},
{"metal5_4", 0xf8e27da8, "metal5_4_arc"},
{"metal5_4", 0xa301c52e, "metal5_4_double"},
{"metal5_8", 0xfaa8bf77, "metal5_8_back"},
{"metal5_8", 0x88792923, "metal5_8_rune"},
{"plat_top1", 0xfe4f9f5a, "plat_top1_bolt"},
{"plat_top1", 0x9ac3fccf, "plat_top1_cable"},
{"sky4", 0xde688b77, "sky1"},
// {"sky4", 0x8a010dc0, "sky4"},
// {"window03", ?, "window03_?"},
// {"window03", ?, "window03_?"},
//FIXME: hexen2 has the same issue.
};
static const char *Mod_RemapBuggyTexture(const char *name, const qbyte *data, unsigned int datalen)
{
unsigned int i;
for (i = 0; i < sizeof(buggytextures)/sizeof(buggytextures[0]); i++)
{
if (!strcmp(name, buggytextures[i].oldname))
{
unsigned int sum = Com_BlockChecksum(data, datalen);
for (; i < sizeof(buggytextures)/sizeof(buggytextures[0]); i++)
{
if (strcmp(name, buggytextures[i].oldname))
break;
if (sum == buggytextures[i].chksum)
return buggytextures[i].newname;
}
break;
}
}
return NULL;
}
void Mod_FinishTexture(texture_t *tx, const char *loadname)
{
#ifndef SERVERONLY
extern cvar_t gl_shadeq1_name;
char altname[MAX_QPATH];
char *star;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
const char *origname = NULL;
const char *shadername = tx->name;
/*skies? just replace with the override sky*/
if (!strncmp(tx->name, "sky", 3) && *cl.skyname)
tx->shader = R_RegisterCustom (va("skybox_%s", cl.skyname), SUF_NONE, Shader_DefaultSkybox, NULL); //just load the regular name.
else
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//remap to avoid bugging out on textures with the same name and different images (vanilla content sucks)
shadername = Mod_RemapBuggyTexture(shadername, tx->mips[0], tx->width*tx->height);
if (shadername)
origname = tx->name;
else
shadername = tx->name;
//find the *
if (!*gl_shadeq1_name.string || !strcmp(gl_shadeq1_name.string, "*"))
;
else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(tx->name)+1>=sizeof(altname))) //it's got to fit.
shadername = gl_shadeq1_name.string;
else
{
strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left
altname[star-gl_shadeq1_name.string] = '\0';
strcat(altname, shadername); //insert the *
strcat(altname, star+1); //add any final text.
shadername = altname;
}
tx->shader = R_RegisterCustom (shadername, SUF_LIGHTMAP, Shader_DefaultBSPQ1, NULL);
}
if (!strncmp(tx->name, "sky", 3))
R_InitSky (tx->shader, shadername, tx->mips[0], tx->width, tx->height);
else
{
unsigned int maps = 0;
maps |= SHADER_HASPALETTED;
maps |= SHADER_HASDIFFUSE;
if (r_fb_bmodels.ival)
maps |= SHADER_HASFULLBRIGHT;
if (r_loadbumpmapping || (r_waterstyle.ival > 1 && *tx->name == '*') || tx->shader->defaulttextures->reflectcube)
maps |= SHADER_HASNORMALMAP;
if (gl_specular.ival)
maps |= SHADER_HASGLOSS;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
R_BuildLegacyTexnums(tx->shader, origname, loadname, maps, ((*tx->name=='{')?TF_TRANS8:TF_MIP4_SOLID8), tx->width, tx->height, tx->mips, tx->palette);
}
BZ_Free(tx->mips[0]);
#endif
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifndef SERVERONLY
static void Mod_LoadMiptex(model_t *loadmodel, texture_t *tx, miptex_t *mt)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int size =
(mt->width>>0)*(mt->height>>0) +
(mt->width>>1)*(mt->height>>1) +
(mt->width>>2)*(mt->height>>2) +
(mt->width>>3)*(mt->height>>3);
if (loadmodel->fromgame == fg_halflife)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{ //mostly identical, just a specific palette hidden at the end. handle fences elsewhere.
tx->mips[0] = BZ_Malloc(size + 768);
tx->palette = tx->mips[0] + size;
memcpy(tx->palette, (qbyte *)mt + mt->offsets[3] + (mt->width>>3)*(mt->height>>3) + 2, 768);
}
else
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
tx->mips[0] = BZ_Malloc(size);
tx->palette = host_basepal;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
tx->mips[1] = tx->mips[0] + (mt->width>>0)*(mt->height>>0);
tx->mips[2] = tx->mips[1] + (mt->width>>1)*(mt->height>>1);
tx->mips[3] = tx->mips[2] + (mt->width>>2)*(mt->height>>2);
memcpy(tx->mips[0], (qbyte *)mt + mt->offsets[0], (mt->width>>0)*(mt->height>>0));
memcpy(tx->mips[1], (qbyte *)mt + mt->offsets[1], (mt->width>>1)*(mt->height>>1));
memcpy(tx->mips[2], (qbyte *)mt + mt->offsets[2], (mt->width>>2)*(mt->height>>2));
memcpy(tx->mips[3], (qbyte *)mt + mt->offsets[3], (mt->width>>3)*(mt->height>>3));
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#endif
/*
=================
Mod_LoadTextures
=================
*/
qboolean Mod_LoadTextures (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
int i, j, num, max, altmax;
miptex_t *mt;
texture_t *tx, *tx2;
texture_t *anims[10];
texture_t *altanims[10];
dmiptexlump_t *m;
TRACE(("dbg: Mod_LoadTextures: inittexturedescs\n"));
// Mod_InitTextureDescs(loadname);
if (!l->filelen)
{
Con_Printf(CON_WARNING "warning: %s contains no texture data\n", loadmodel->name);
loadmodel->numtextures = 1;
loadmodel->textures = ZG_Malloc(&loadmodel->memgroup, 1 * sizeof(*loadmodel->textures));
i = 0;
tx = ZG_Malloc(&loadmodel->memgroup, sizeof(texture_t));
memcpy(tx, r_notexture_mip, sizeof(texture_t));
sprintf(tx->name, "unnamed%i", i);
loadmodel->textures[i] = tx;
return true;
}
m = (dmiptexlump_t *)(mod_base + l->fileofs);
m->nummiptex = LittleLong (m->nummiptex);
loadmodel->numtextures = m->nummiptex;
loadmodel->textures = ZG_Malloc(&loadmodel->memgroup, m->nummiptex * sizeof(*loadmodel->textures));
for (i=0 ; i<m->nummiptex ; i++)
{
m->dataofs[i] = LittleLong(m->dataofs[i]);
if (m->dataofs[i] == -1) //e1m2, this happens
{
tx = ZG_Malloc(&loadmodel->memgroup, sizeof(texture_t));
memcpy(tx, r_notexture_mip, sizeof(texture_t));
sprintf(tx->name, "unnamed%i", i);
loadmodel->textures[i] = tx;
continue;
}
mt = (miptex_t *)((qbyte *)m + m->dataofs[i]);
TRACE(("dbg: Mod_LoadTextures: texture %s\n", loadname));
if (!*mt->name) //I HATE MAPPERS!
{
sprintf(mt->name, "unnamed%i", i);
Con_DPrintf(CON_WARNING "warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, mt->name);
}
mt->width = LittleLong (mt->width);
mt->height = LittleLong (mt->height);
for (j=0 ; j<MIPLEVELS ; j++)
mt->offsets[j] = LittleLong (mt->offsets[j]);
if ( (mt->width & 15) || (mt->height & 15) )
Con_Printf (CON_WARNING "Warning: Texture %s is not 16 aligned", mt->name);
if (mt->width < 1 || mt->height < 1)
Con_Printf (CON_WARNING "Warning: Texture %s has no size", mt->name);
tx = ZG_Malloc(&loadmodel->memgroup, sizeof(texture_t));
loadmodel->textures[i] = tx;
memcpy (tx->name, mt->name, sizeof(tx->name));
tx->width = mt->width;
tx->height = mt->height;
if (!mt->offsets[0]) //this is a hl external style texture, load it a little later (from a wad)
{
continue;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifndef SERVERONLY
Mod_LoadMiptex(loadmodel, tx, mt);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#endif
}
//
// sequence the animations
//
for (i=0 ; i<m->nummiptex ; i++)
{
tx = loadmodel->textures[i];
if (!tx || tx->name[0] != '+')
continue;
if (tx->anim_next)
continue; // already sequenced
// find the number of frames in the animation
memset (anims, 0, sizeof(anims));
memset (altanims, 0, sizeof(altanims));
max = tx->name[1];
altmax = 0;
if (max >= 'a' && max <= 'z')
max -= 'a' - 'A';
if (max >= '0' && max <= '9')
{
max -= '0';
altmax = 0;
anims[max] = tx;
max++;
}
else if (max >= 'A' && max <= 'J')
{
altmax = max - 'A';
max = 0;
altanims[altmax] = tx;
altmax++;
}
else
{
Con_Printf (CON_ERROR "Bad animating texture %s\n", tx->name);
return false;
}
for (j=i+1 ; j<m->nummiptex ; j++)
{
tx2 = loadmodel->textures[j];
if (!tx2 || tx2->name[0] != '+')
continue;
if (strcmp (tx2->name+2, tx->name+2))
continue;
num = tx2->name[1];
if (num >= 'a' && num <= 'z')
num -= 'a' - 'A';
if (num >= '0' && num <= '9')
{
num -= '0';
anims[num] = tx2;
if (num+1 > max)
max = num + 1;
}
else if (num >= 'A' && num <= 'J')
{
num = num - 'A';
altanims[num] = tx2;
if (num+1 > altmax)
altmax = num+1;
}
else
{
Con_Printf (CON_ERROR "Bad animating texture %s\n", tx->name);
return false;
}
}
#define ANIM_CYCLE 2
// link them all together
for (j=0 ; j<max ; j++)
{
tx2 = anims[j];
if (!tx2)
{
Con_Printf (CON_ERROR "Missing frame %i of %s\n",j, tx->name);
return false;
}
tx2->anim_total = max * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = anims[ (j+1)%max ];
if (altmax)
tx2->alternate_anims = altanims[0];
}
for (j=0 ; j<altmax ; j++)
{
tx2 = altanims[j];
if (!tx2)
{
Con_Printf (CON_ERROR "Missing frame %i of %s\n",j, tx->name);
return false;
}
tx2->anim_total = altmax * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = altanims[ (j+1)%altmax ];
if (max)
tx2->alternate_anims = anims[0];
}
}
return true;
}
void Mod_NowLoadExternal(model_t *loadmodel)
{
//for halflife bsps where wads are loaded after the map.
#ifndef SERVERONLY
int i;
texture_t *tx;
char loadname[32];
COM_FileBase (cl.worldmodel->name, loadname, sizeof(loadname));
if (!strncmp(loadname, "b_", 2))
Q_strncpyz(loadname, "bmodels", sizeof(loadname));
for (i=0 ; i<loadmodel->numtextures ; i++)
{
tx = loadmodel->textures[i];
if (!tx) //e1m2, this happens
continue;
if (tx->shader)
continue;
Mod_FinishTexture(tx, loadname);
}
#endif
}
qbyte lmgamma[256];
void BuildLightMapGammaTable (float g, float c)
{
int i, inf;
// g = bound (0.1, g, 3);
// c = bound (1, c, 3);
if (g == 1 && c == 1)
{
for (i = 0; i < 256; i++)
lmgamma[i] = i;
return;
}
for (i = 0; i < 256; i++)
{
inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5;
if (inf < 0)
inf = 0;
else if (inf > 255)
inf = 255;
lmgamma[i] = inf;
}
}
typedef struct
{
unsigned int magic; //"QLIT"
unsigned int version; //2
unsigned int numsurfs;
unsigned int lmsize; //samples, not bytes (same size as vanilla lighting lump in a q1 bsp).
//uint lmoffsets[numsurfs]; //completely overrides the bsp lightmap info
//ushort lmextents[numsurfs*2]; //only to avoid precision issues. width+height pairs, actual lightmap sizes on disk (so +1).
//byte lmstyles[numsurfs*4]; //completely overrides the bsp lightmap info
//byte lmshifts[numsurfs]; //default is 4 (1<<4=16), for 1/16th lightmap-to-texel ratio
//byte litdata[lmsize*3]; //rgb data
//byte luxdata[lmsize*3]; //stn light dirs (unsigned bytes
} qlit2_t;
/*
=================
Mod_LoadLighting
=================
*/
void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides)
{
qboolean luxtmp = true;
qboolean littmp = true;
qbyte *luxdata = NULL;
qbyte *litdata = NULL;
qbyte *lumdata = NULL;
qbyte *out;
unsigned int samples;
extern cvar_t gl_overbright;
loadmodel->engineflags &= ~MDLF_RGBLIGHTING;
//q3 maps have built in 4-fold overbright.
//if we're not rendering with that, we need to brighten the lightmaps in order to keep the darker parts the same brightness. we loose the 2 upper bits. those bright areas become uniform and indistinct.
if (loadmodel->fromgame == fg_quake3)
{
gl_overbright.flags |= CVAR_LATCH;
BuildLightMapGammaTable(1, (1<<(2-gl_overbright.ival)));
}
else
//lit file light intensity is made to match the world's light intensity.
// if (cls.allow_lightmapgamma)
// BuildLightMapGammaTable(0.6, 2);
// else
BuildLightMapGammaTable(1, 1);
loadmodel->lightdata = NULL;
loadmodel->deluxdata = NULL;
if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3)
{
litdata = mod_base + l->fileofs;
samples = l->filelen/3;
}
else
{
lumdata = mod_base + l->fileofs;
samples = l->filelen;
}
if (interleaveddeluxe)
samples >>= 1;
if (!samples)
return;
#ifndef SERVERONLY
if (!litdata && r_loadlits.value)
{
char *litnames[] = {
"maps/%s.lit2",
"maps/%s.lit",
"lits/%s.lit2",
"lits/%s.lit"
};
char litbase[MAX_QPATH];
int depth;
int bestdepth = 0x7fffffff;
int best = -1;
int i;
char litname[MAX_QPATH];
size_t litsize;
qboolean inhibitvalidation = false;
COM_StripExtension(loadmodel->name, litbase, sizeof(litbase));
for (i = 0; i < sizeof(litnames)/sizeof(litnames[0]); i++)
{
Q_snprintfz(litname, sizeof(litname), litnames[i], litbase);
depth = COM_FDepthFile(litname, false);
if (depth < bestdepth)
{
bestdepth = depth;
best = i;
}
}
if (best >= 0)
{
Q_snprintfz(litname, sizeof(litname), litnames[best], litbase);
litdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, litname, &litsize);
}
else
{
litdata = NULL;
litsize = 0;
}
if (litdata && litsize >= 8)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{ //validate it, if we loaded one.
if (litdata[0] != 'Q' || litdata[1] != 'L' || litdata[2] != 'I' || litdata[3] != 'T')
{
litdata = NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Con_Printf("lit \"%s\" isn't a lit\n", litname);
}
else if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && samples*3 != (litsize-8))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
else if (LittleLong(*(int *)&litdata[4]) == 1)
{
//header+version
litdata += 8;
}
else if (LittleLong(*(int *)&litdata[4]) == 2 && overrides)
{
qlit2_t *ql2 = (qlit2_t*)litdata;
unsigned int *offsets = (unsigned int*)(ql2+1);
unsigned short *extents = (unsigned short*)(offsets+ql2->numsurfs);
unsigned char *styles = (unsigned char*)(extents+ql2->numsurfs*2);
unsigned char *shifts = (unsigned char*)(styles+ql2->numsurfs*4);
if (!temp_lit2support.ival)
{
litdata = NULL;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Con_Printf("lit2 support is disabled, pending format finalisation (%s).\n", litname);
}
else if (loadmodel->numsurfaces != ql2->numsurfs)
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
}
else
{
inhibitvalidation = true;
//surface code needs to know the overrides.
overrides->offsets = offsets;
overrides->extents = extents;
overrides->styles = styles;
overrides->shifts = shifts;
//we're now using this amount of data.
samples = ql2->lmsize;
litdata = shifts+ql2->numsurfs;
if (r_deluxemapping)
luxdata = litdata+samples*3;
}
}
else
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
Con_Printf("lit \"%s\" isn't version 1 or 2.\n", litname);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
litdata = NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
littmp = false;
if (!litdata)
{
int size;
/*FIXME: bspx support for extents+lmscale, may require style+offset lumps too, not sure what to do here*/
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
litdata = Q1BSPX_FindLump("RGBLIGHTING", &size);
if (size != samples*3)
litdata = NULL;
littmp = true;
}
else if (!inhibitvalidation)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
if (lumdata)
{
float prop;
int i;
qbyte *lum;
qbyte *lit;
//now some cheat protection.
lum = lumdata;
lit = litdata;
for (i = 0; i < samples; i++) //force it to the same intensity. (or less, depending on how you see it...)
{
#define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c))
prop = (float)m(lit[0], lit[1], lit[2]);
if (!prop)
{
lit[0] = *lum;
lit[1] = *lum;
lit[2] = *lum;
}
else
{
prop = *lum / prop;
lit[0] *= prop;
lit[1] *= prop;
lit[2] *= prop;
}
lum++;
lit+=3;
}
//end anti-cheat
}
}
}
if (!luxdata && r_loadlits.ival && r_deluxemapping)
{ //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous.
char luxname[MAX_QPATH];
size_t luxsz = 0;
*luxname = 0;
if (!luxdata)
{
Q_strncpyz(luxname, loadmodel->name, sizeof(luxname));
COM_StripExtension(loadmodel->name, luxname, sizeof(luxname));
COM_DefaultExtension(luxname, ".lux", sizeof(luxname));
luxdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, luxname, &luxsz);
luxtmp = false;
}
if (!luxdata)
{
Q_strncpyz(luxname, "luxs/", sizeof(luxname));
COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5, sizeof(luxname)-5);
Q_strncatz(luxname, ".lux", sizeof(luxname));
luxdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, luxname, &luxsz);
luxtmp = false;
}
if (!luxdata) //dp...
{
COM_StripExtension(loadmodel->name, luxname, sizeof(luxname));
COM_DefaultExtension(luxname, ".dlit", sizeof(luxname));
luxdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, luxname, &luxsz);
luxtmp = false;
}
//make sure the .lux has the correct size
if (luxdata && l->filelen && l->filelen != (luxsz-8)/3)
{
Con_Printf("deluxmap \"%s\" doesn't match level. Ignored.\n", luxname);
luxdata=NULL;
}
if (!luxdata)
{
int size;
luxdata = Q1BSPX_FindLump("LIGHTINGDIR", &size);
if (size != samples*3)
luxdata = NULL;
luxtmp = true;
}
else
{
if (luxdata[0] == 'Q' && luxdata[1] == 'L' && luxdata[2] == 'I' && luxdata[3] == 'T')
{
if (LittleLong(*(int *)&luxdata[4]) == 1)
luxdata+=8;
else
{
Con_Printf("\"%s\" isn't a version 1 deluxmap\n", luxname);
luxdata=NULL;
}
}
else
{
Con_Printf("lit \"%s\" isn't a deluxmap\n", luxname);
luxdata=NULL;
}
}
}
#endif
#ifdef RUNTIMELIGHTING
if (r_loadlits.value == 2 && !lightmodel && (!litdata || (!luxdata && r_deluxemapping)))
{
if (!litdata)
writelitfile = true;
numlightdata = l->filelen;
lightmodel = loadmodel;
relitsurface = 0;
}
/*if we're relighting, make sure there's the proper lit data to be updated*/
if (lightmodel == loadmodel && !litdata)
{
int i;
litdata = ZG_Malloc(&loadmodel->memgroup, samples*3);
littmp = false;
if (lumdata)
{
for (i = 0; i < samples; i++)
{
litdata[i*3+0] = lumdata[i];
litdata[i*3+1] = lumdata[i];
litdata[i*3+2] = lumdata[i];
}
lumdata = NULL;
}
}
/*if we're relighting, make sure there's the proper lux data to be updated*/
if (lightmodel == loadmodel && r_deluxemapping && !luxdata)
{
int i;
luxdata = ZG_Malloc(&loadmodel->memgroup, samples*3);
for (i = 0; i < samples; i++)
{
luxdata[i*3+0] = 0.5f*255;
luxdata[i*3+1] = 0.5f*255;
luxdata[i*3+2] = 255;
}
}
#endif
if (luxdata && luxtmp)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->deluxdata = ZG_Malloc(&loadmodel->memgroup, samples*3);
memcpy(loadmodel->deluxdata, luxdata, samples*3);
}
else if (luxdata)
{
loadmodel->deluxdata = luxdata;
}
else if (interleaveddeluxe)
loadmodel->deluxdata = ZG_Malloc(&loadmodel->memgroup, samples*3);
if (litdata && littmp)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->lightdata = ZG_Malloc(&loadmodel->memgroup, samples*3);
/*the memcpy is below*/
samples*=3;
}
else if (litdata)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->lightdata = litdata;
samples*=3;
}
else if (lumdata)
{
loadmodel->engineflags &= ~MDLF_RGBLIGHTING;
loadmodel->lightdata = ZG_Malloc(&loadmodel->memgroup, samples);
litdata = lumdata;
}
/*apply lightmap gamma to the entire lightmap*/
loadmodel->lightdatasize = samples;
out = loadmodel->lightdata;
if (interleaveddeluxe)
{
qbyte *luxout = loadmodel->deluxdata;
samples /= 3;
while(samples-- > 0)
{
*out++ = lmgamma[*litdata++];
*out++ = lmgamma[*litdata++];
*out++ = lmgamma[*litdata++];
*luxout++ = *litdata++;
*luxout++ = *litdata++;
*luxout++ = *litdata++;
}
}
else
{
while(samples-- > 0)
{
*out++ = lmgamma[*litdata++];
}
}
#ifndef SERVERONLY
if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && r_lightmap_saturation.value != 1.0f)
SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value);
#endif
}
/*
=================
Mod_LoadVisibility
=================
*/
void Mod_LoadVisibility (model_t *loadmodel, qbyte *mod_base, lump_t *l, qbyte *ptr, size_t len)
{
if (!ptr)
{
ptr = mod_base + l->fileofs;
len = l->filelen;
}
if (!len)
{
loadmodel->visdata = NULL;
return;
}
loadmodel->visdata = ZG_Malloc(&loadmodel->memgroup, len);
memcpy (loadmodel->visdata, ptr, len);
}
char *Mod_ParseWorldspawnKey(const char *ents, const char *key, char *buffer, size_t sizeofbuffer)
{
char keyname[64];
char value[1024];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
while(ents && *ents)
{
ents = COM_ParseOut(ents, keyname, sizeof(keyname));
if (*keyname == '{') //an entity
{
while (ents && *ents)
{
ents = COM_ParseOut(ents, keyname, sizeof(keyname));
if (*keyname == '}')
break;
ents = COM_ParseOut(ents, value, sizeof(value));
if (!strcmp(keyname, key) || (*keyname == '_' && !strcmp(keyname+1, key)))
{
Q_strncpyz(buffer, value, sizeofbuffer);
return buffer;
}
}
return ""; //worldspawn only.
}
}
return ""; //err...
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
static void Mod_SaveEntFile_f(void)
{
char fname[MAX_QPATH];
model_t *mod = NULL;
char *n = Cmd_Argv(1);
if (*n)
mod = Mod_ForName(n, MLV_WARN);
#ifndef CLIENTONLY
if (sv.state && !mod)
mod = sv.world.worldmodel;
#endif
#ifndef SERVERONLY
if (cls.state && !mod)
mod = cl.worldmodel;
#endif
if (mod && mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (!mod || mod->loadstate != MLS_LOADED)
{
Con_Printf("Map not loaded\n");
return;
}
if (!mod->entities)
{
Con_Printf("Map is not a map, and has no entities\n");
return;
}
if (*mod_loadentfiles_dir.string && !strncmp(mod->name, "maps/", 5))
{
Q_snprintfz(fname, sizeof(fname), "maps/%s/%s", mod_loadentfiles_dir.string, mod->name+5);
COM_StripExtension(fname, fname, sizeof(fname));
Q_strncatz(fname, ".ent", sizeof(fname));
}
else
{
COM_StripExtension(mod->name, fname, sizeof(fname));
Q_strncatz(fname, ".ent", sizeof(fname));
}
COM_WriteFile(fname, FS_GAMEONLY, mod->entities, strlen(mod->entities));
}
/*
=================
Mod_LoadEntities
=================
*/
void Mod_LoadEntities (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
char fname[MAX_QPATH];
size_t sz;
loadmodel->entitiescrc = 0;
loadmodel->entities = NULL;
if (!l->filelen)
return;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (mod_loadentfiles.value && !loadmodel->entities && *mod_loadentfiles_dir.string)
{
if (!strncmp(loadmodel->name, "maps/", 5))
{
Q_snprintfz(fname, sizeof(fname), "maps/%s/%s", mod_loadentfiles_dir.string, loadmodel->name+5);
COM_StripExtension(fname, fname, sizeof(fname));
Q_strncatz(fname, ".ent", sizeof(fname));
loadmodel->entities = FS_LoadMallocGroupFile(&loadmodel->memgroup, fname, &sz);
}
}
if (mod_loadentfiles.value && !loadmodel->entities)
{
COM_StripExtension(loadmodel->name, fname, sizeof(fname));
Q_strncatz(fname, ".ent", sizeof(fname));
loadmodel->entities = FS_LoadMallocGroupFile(&loadmodel->memgroup, fname, &sz);
}
if (mod_loadentfiles.value && !loadmodel->entities)
{ //tenebrae compat
COM_StripExtension(loadmodel->name, fname, sizeof(fname));
Q_strncatz(fname, ".edo", sizeof(fname));
loadmodel->entities = FS_LoadMallocGroupFile(&loadmodel->memgroup, fname, &sz);
}
if (!loadmodel->entities)
{
loadmodel->entities = ZG_Malloc(&loadmodel->memgroup, l->filelen + 1);
memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen);
loadmodel->entities[l->filelen] = 0;
}
else
loadmodel->entitiescrc = QCRC_Block(loadmodel->entities, strlen(loadmodel->entities));
}
/*
=================
Mod_LoadVertexes
=================
*/
qboolean Mod_LoadVertexes (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
dvertex_t *in;
mvertex_t *out;
int i, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->vertexes = out;
loadmodel->numvertexes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->position[0] = LittleFloat (in->point[0]);
out->position[1] = LittleFloat (in->point[1]);
out->position[2] = LittleFloat (in->point[2]);
}
return true;
}
qboolean Mod_LoadVertexNormals (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
float *in;
float *out;
int i, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(vec3_t))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(vec3_t);
if (count != loadmodel->numvertexes)
return false; //invalid number of verts there, can't use this.
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(vec3_t));
loadmodel->normals = (vec3_t*)out;
for ( i=0 ; i<count ; i++, in+=3, out+=3)
{
out[0] = LittleFloat (in[0]);
out[1] = LittleFloat (in[1]);
out[2] = LittleFloat (in[2]);
}
return true;
}
/*
=================
Mod_LoadSubmodels
=================
*/
static qboolean hexen2map;
qboolean Mod_LoadSubmodels (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
dq1model_t *inq;
dh2model_t *inh;
mmodel_t *out;
int i, j, count;
//this is crazy!
inq = (void *)(mod_base + l->fileofs);
inh = (void *)(mod_base + l->fileofs);
if (!inq->numfaces)
{
hexen2map = true;
if (l->filelen % sizeof(*inh))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inh);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inh++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inh->mins[j]) - 1;
out->maxs[j] = LittleFloat (inh->maxs[j]) + 1;
out->origin[j] = LittleFloat (inh->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
{
out->headnode[j] = LittleLong (inh->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inh->visleafs);
out->firstface = LittleLong (inh->firstface);
out->numfaces = LittleLong (inh->numfaces);
}
}
else
{
hexen2map = false;
if (l->filelen % sizeof(*inq))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inq);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inq++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inq->mins[j]) - 1;
out->maxs[j] = LittleFloat (inq->maxs[j]) + 1;
out->origin[j] = LittleFloat (inq->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDQ1 ; j++)
{
out->headnode[j] = LittleLong (inq->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<4 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inq->visleafs);
out->firstface = LittleLong (inq->firstface);
out->numfaces = LittleLong (inq->numfaces);
}
}
return true;
}
/*
=================
Mod_LoadEdges
=================
*/
qboolean Mod_LoadEdges (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm)
{
medge_t *out;
int i, count;
if (lm)
{
dledge_t *in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf ("MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, (count + 1) * sizeof(*out));
loadmodel->edges = out;
loadmodel->numedges = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->v[0] = LittleLong(in->v[0]);
out->v[1] = LittleLong(in->v[1]);
}
}
else
{
dsedge_t *in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf ("MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, (count + 1) * sizeof(*out));
loadmodel->edges = out;
loadmodel->numedges = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->v[0] = (unsigned short)LittleShort(in->v[0]);
out->v[1] = (unsigned short)LittleShort(in->v[1]);
}
}
return true;
}
/*
=================
Mod_LoadTexinfo
=================
*/
qboolean Mod_LoadTexinfo (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
texinfo_t *in;
mtexinfo_t *out;
int i, j, count;
int miptex;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->texinfo = out;
loadmodel->numtexinfo = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<4 ; j++)
{
out->vecs[0][j] = LittleFloat (in->vecs[0][j]);
out->vecs[1][j] = LittleFloat (in->vecs[1][j]);
}
out->vecscale[0] = 1.0/Length (out->vecs[0]);
out->vecscale[1] = 1.0/Length (out->vecs[1]);
miptex = LittleLong (in->miptex);
out->flags = LittleLong (in->flags);
if (loadmodel->numtextures)
out->texture = loadmodel->textures[miptex % loadmodel->numtextures];
else
out->texture = NULL;
if (!out->texture)
{
out->texture = r_notexture_mip; // texture not found
out->flags = 0;
}
}
return true;
}
/*
================
CalcSurfaceExtents
Fills in s->texturemins[] and s->extents[]
================
*/
void CalcSurfaceExtents (model_t *mod, msurface_t *s);
/*
{
float mins[2], maxs[2], val;
int i,j, e;
mvertex_t *v;
mtexinfo_t *tex;
int bmins[2], bmaxs[2];
mins[0] = mins[1] = 999999;
maxs[0] = maxs[1] = -99999;
tex = s->texinfo;
for (i=0 ; i<s->numedges ; i++)
{
e = loadmodel->surfedges[s->firstedge+i];
if (e >= 0)
v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
else
v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
for (j=0 ; j<2 ; j++)
{
val = v->position[0] * tex->vecs[j][0] +
v->position[1] * tex->vecs[j][1] +
v->position[2] * tex->vecs[j][2] +
tex->vecs[j][3];
if (val < mins[j])
mins[j] = val;
if (val > maxs[j])
maxs[j] = val;
}
}
for (i=0 ; i<2 ; i++)
{
bmins[i] = floor(mins[i]/16);
bmaxs[i] = ceil(maxs[i]/16);
s->texturemins[i] = bmins[i];
s->extents[i] = (bmaxs[i] - bmins[i]);
// if ( !(tex->flags & TEX_SPECIAL) && s->extents[i] > 512 ) //q2 uses 512.
// Sys_Error ("Bad surface extents");
}
}
*/
/*
=================
Mod_LoadFaces
=================
*/
qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, lump_t *lightlump, qboolean lm)
{
dsface_t *ins;
dlface_t *inl;
msurface_t *out;
int count, surfnum;
int i, planenum, side;
int tn;
unsigned int lofs, lend;
unsigned short lmshift, lmscale;
char buf[64];
lightmapoverrides_t overrides;
memset(&overrides, 0, sizeof(overrides));
lmscale = atoi(Mod_ParseWorldspawnKey(loadmodel->entities, "lightmap_scale", buf, sizeof(buf)));
if (!lmscale)
lmshift = LMSHIFT_DEFAULT;
else
{
for(lmshift = 0; lmscale > 1; lmshift++)
lmscale >>= 1;
}
if (lm)
{
ins = NULL;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
}
else
{
ins = (void *)(mod_base + l->fileofs);
inl = NULL;
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
}
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
// *meshlist = ZG_Malloc(&loadmodel->memgroup, count*sizeof(**meshlist));
loadmodel->surfaces = out;
loadmodel->numsurfaces = count;
Mod_LoadLighting (loadmodel, mod_base, lightlump, false, &overrides);
for ( surfnum=0 ; surfnum<count ; surfnum++, out++)
{
if (lm)
{
planenum = LittleLong(inl->planenum);
side = LittleLong(inl->side);
out->firstedge = LittleLong(inl->firstedge);
out->numedges = LittleLong(inl->numedges);
tn = LittleLong (inl->texinfo);
for (i=0 ; i<MAXQ1LIGHTMAPS ; i++)
out->styles[i] = inl->styles[i];
lofs = LittleLong(inl->lightofs);
inl++;
}
else
{
planenum = LittleShort(ins->planenum);
side = LittleShort(ins->side);
out->firstedge = LittleLong(ins->firstedge);
out->numedges = LittleShort(ins->numedges);
tn = LittleShort (ins->texinfo);
for (i=0 ; i<MAXQ1LIGHTMAPS ; i++)
out->styles[i] = ins->styles[i];
lofs = LittleLong(ins->lightofs);
ins++;
}
// (*meshlist)[surfnum].vbofirstvert = out->firstedge;
// (*meshlist)[surfnum].numvertexes = out->numedges;
out->flags = 0;
if (side)
out->flags |= SURF_PLANEBACK;
out->plane = loadmodel->planes + planenum;
if (tn < 0 || tn >= loadmodel->numtexinfo)
{
Con_Printf("texinfo 0 <= %i < %i\n", tn, loadmodel->numtexinfo);
return false;
}
out->texinfo = loadmodel->texinfo + tn;
if (overrides.shifts)
out->lmshift = overrides.shifts[surfnum];
else
out->lmshift = lmshift;
if (overrides.offsets)
lofs = overrides.offsets[surfnum];
if (overrides.styles)
for (i=0 ; i<MAXRLIGHTMAPS ; i++)
out->styles[i] = overrides.styles[surfnum*4+i];
CalcSurfaceExtents (loadmodel, out);
if (lofs != (unsigned int)-1 && (loadmodel->engineflags & MDLF_RGBLIGHTING) && loadmodel->fromgame != fg_halflife)
lofs *= 3;
lend = lofs+(out->extents[0]+1)*(out->extents[1]+1);
if (lofs > loadmodel->lightdatasize || lend < lofs)
out->samples = NULL; //should includes -1
else
out->samples = loadmodel->lightdata + lofs;
if (!out->texinfo->texture)
continue;
// set the drawing flags flag
if (!Q_strncmp(out->texinfo->texture->name,"sky",3)) // sky
{
out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"*",1)) // turbulent
{
out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
for (i=0 ; i<2 ; i++)
{
out->extents[i] = 16384;
out->texturemins[i] = -8192;
}
continue;
}
/*if (*out->texinfo->texture->name == '~')
{
out->texinfo->flags |= SURF_BLENDED;
continue;
}*/
if (!Q_strncmp(out->texinfo->texture->name,"{",1)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"glass",5)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (out->flags & SURF_DRAWALPHA)
out->flags &= ~SURF_DRAWALPHA;
}
return true;
}
void ModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, builddata_t *cookie)
{
unsigned int vertidx;
int i, lindex;
mesh_t *mesh = surf->mesh;
medge_t *pedge;
float *vec;
float s, t, d;
int sty;
// int w,h;
if (!mesh)
{
mesh = surf->mesh = ZG_Malloc(&mod->memgroup, sizeof(mesh_t) + (sizeof(vecV_t)+sizeof(vec2_t)*(1+1)+sizeof(vec3_t)*3+sizeof(vec4_t)*1)* surf->numedges + sizeof(index_t)*(surf->numedges-2)*3);
mesh->numvertexes = surf->numedges;
mesh->numindexes = (mesh->numvertexes-2)*3;
mesh->istrifan = true;
mesh->xyz_array = (vecV_t*)(mesh+1);
mesh->st_array = (vec2_t*)(mesh->xyz_array+mesh->numvertexes);
mesh->lmst_array[0] = (vec2_t*)(mesh->st_array+mesh->numvertexes);
mesh->normals_array = (vec3_t*)(mesh->lmst_array[0]+mesh->numvertexes);
mesh->snormals_array = (vec3_t*)(mesh->normals_array+mesh->numvertexes);
mesh->tnormals_array = (vec3_t*)(mesh->snormals_array+mesh->numvertexes);
mesh->colors4f_array[0] = (vec4_t*)(mesh->tnormals_array+mesh->numvertexes);
mesh->indexes = (index_t*)(mesh->colors4f_array[0]+mesh->numvertexes);
}
//output the mesh's indicies
for (i=0 ; i<mesh->numvertexes-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
//output the renderable verticies
for (i=0 ; i<mesh->numvertexes ; i++)
{
lindex = mod->surfedges[surf->firstedge + i];
if (lindex > 0)
{
pedge = &mod->edges[lindex];
vertidx = pedge->v[0];
}
else
{
pedge = &mod->edges[-lindex];
vertidx = pedge->v[1];
}
vec = mod->vertexes[vertidx].position;
s = DotProduct (vec, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
t = DotProduct (vec, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
/* if (R_GetShaderSizes(surf->texinfo->texture->shader, &w, &h, false) > 0)
{
mesh->st_array[i][0] = s/w;
mesh->st_array[i][1] = t/h;
}
else
*/
{
mesh->st_array[i][0] = s;
mesh->st_array[i][1] = t;
if (surf->texinfo->texture->width)
mesh->st_array[i][0] /= surf->texinfo->texture->width;
if (surf->texinfo->texture->height)
mesh->st_array[i][1] /= surf->texinfo->texture->height;
}
#ifndef SERVERONLY
if (gl_lightmap_average.ival)
{
for (sty = 0; sty < 1; sty++)
{
mesh->lmst_array[sty][i][0] = (surf->extents[0]*0.5 + (surf->light_s[sty]<<surf->lmshift) + (1<<surf->lmshift)*0.5) / (mod->lightmaps.width<<surf->lmshift);
mesh->lmst_array[sty][i][1] = (surf->extents[1]*0.5 + (surf->light_t[sty]<<surf->lmshift) + (1<<surf->lmshift)*0.5) / (mod->lightmaps.height<<surf->lmshift);
}
}
else
#endif
{
for (sty = 0; sty < 1; sty++)
{
mesh->lmst_array[sty][i][0] = (s - surf->texturemins[0] + (surf->light_s[sty]<<surf->lmshift) + (1<<surf->lmshift)*0.5) / (mod->lightmaps.width<<surf->lmshift);
mesh->lmst_array[sty][i][1] = (t - surf->texturemins[1] + (surf->light_t[sty]<<surf->lmshift) + (1<<surf->lmshift)*0.5) / (mod->lightmaps.height<<surf->lmshift);
}
}
//figure out the texture directions, for bumpmapping and stuff
if (mod->normals && (surf->texinfo->flags & 0x800) && (mod->normals[vertidx][0] || mod->normals[vertidx][1] || mod->normals[vertidx][2]))
{
//per-vertex normals - used for smoothing groups and stuff.
VectorCopy(mod->normals[vertidx], mesh->normals_array[i]);
}
else
{
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surf->plane->normal, mesh->normals_array[i]);
else
VectorCopy(surf->plane->normal, mesh->normals_array[i]);
}
VectorCopy(surf->texinfo->vecs[0], mesh->snormals_array[i]);
VectorNegate(surf->texinfo->vecs[1], mesh->tnormals_array[i]);
//the s+t vectors are axis-aligned, so fiddle them so they're normal aligned instead
d = -DotProduct(mesh->normals_array[i], mesh->snormals_array[i]);
VectorMA(mesh->snormals_array[i], d, mesh->normals_array[i], mesh->snormals_array[i]);
d = -DotProduct(mesh->normals_array[i], mesh->tnormals_array[i]);
VectorMA(mesh->tnormals_array[i], d, mesh->normals_array[i], mesh->tnormals_array[i]);
VectorNormalize(mesh->snormals_array[i]);
VectorNormalize(mesh->tnormals_array[i]);
//q1bsp has no colour information (fixme: sample from the lightmap?)
for (sty = 0; sty < 1; sty++)
{
mesh->colors4f_array[sty][i][0] = 1;
mesh->colors4f_array[sty][i][1] = 1;
mesh->colors4f_array[sty][i][2] = 1;
mesh->colors4f_array[sty][i][3] = 1;
}
}
}
#ifndef SERVERONLY
static void Mod_Batches_BuildModelMeshes(model_t *mod, int maxverts, int maxindicies, void (*build)(model_t *mod, msurface_t *surf, builddata_t *bd), builddata_t *bd, int lmmerge)
{
batch_t *batch;
msurface_t *surf;
mesh_t *mesh;
int numverts = 0;
int numindicies = 0;
int j, i;
int sortid;
int sty;
vbo_t vbo;
int styles = mod->lightmaps.surfstyles;
char *ptr;
memset(&vbo, 0, sizeof(vbo));
vbo.indicies.sysptr = ZG_Malloc(&mod->memgroup, sizeof(index_t) * maxindicies);
ptr = ZG_Malloc(&mod->memgroup, (sizeof(vecV_t)+sizeof(vec2_t)*(1+styles)+sizeof(vec3_t)*3+sizeof(vec4_t)*styles)* maxverts);
vbo.coord.sysptr = ptr;
ptr += sizeof(vecV_t)*maxverts;
for (sty = 0; sty < styles; sty++)
{
vbo.colours[sty].sysptr = ptr;
ptr += sizeof(vec4_t)*maxverts;
}
for (; sty < MAXRLIGHTMAPS; sty++)
vbo.colours[sty].sysptr = NULL;
vbo.texcoord.sysptr = ptr;
ptr += sizeof(vec2_t)*maxverts;
sty = 0;
for (; sty < styles; sty++)
{
vbo.lmcoord[sty].sysptr = ptr;
ptr += sizeof(vec2_t)*maxverts;
}
for (; sty < MAXRLIGHTMAPS; sty++)
vbo.lmcoord[sty].sysptr = NULL;
vbo.normals.sysptr = ptr;
ptr += sizeof(vec3_t)*maxverts;
vbo.svector.sysptr = ptr;
ptr += sizeof(vec3_t)*maxverts;
vbo.tvector.sysptr = ptr;
ptr += sizeof(vec3_t)*maxverts;
numindicies = 0;
numverts = 0;
//build each mesh
for (sortid=0; sortid<SHADER_SORT_COUNT; sortid++)
{
for (batch = mod->batches[sortid]; batch; batch = batch->next)
{
for (j = 0; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
mesh = surf->mesh;
batch->mesh[j] = mesh;
mesh->vbofirstvert = numverts;
mesh->vbofirstelement = numindicies;
numverts += mesh->numvertexes;
numindicies += mesh->numindexes;
//set up the arrays. the arrangement is required for the backend to optimise vbos
mesh->xyz_array = (vecV_t*)vbo.coord.sysptr + mesh->vbofirstvert;
mesh->st_array = (vec2_t*)vbo.texcoord.sysptr + mesh->vbofirstvert;
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
if (vbo.lmcoord[sty].sysptr)
mesh->lmst_array[sty] = (vec2_t*)vbo.lmcoord[sty].sysptr + mesh->vbofirstvert;
else
mesh->lmst_array[sty] = NULL;
if (vbo.colours[sty].sysptr)
mesh->colors4f_array[sty] = (vec4_t*)vbo.colours[sty].sysptr + mesh->vbofirstvert;
else
mesh->colors4f_array[sty] = NULL;
}
mesh->normals_array = (vec3_t*)vbo.normals.sysptr + mesh->vbofirstvert;
mesh->snormals_array = (vec3_t*)vbo.svector.sysptr + mesh->vbofirstvert;
mesh->tnormals_array = (vec3_t*)vbo.tvector.sysptr + mesh->vbofirstvert;
mesh->indexes = (index_t*)vbo.indicies.sysptr + mesh->vbofirstelement;
mesh->vbofirstvert = 0;
mesh->vbofirstelement = 0;
build(mod, surf, bd);
if (lmmerge != 1)
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
if (surf->lightmaptexturenums[sty] >= 0)
{
if (mesh->lmst_array[sty])
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->lmst_array[sty][i][1] += surf->lightmaptexturenums[sty] % lmmerge;
mesh->lmst_array[sty][i][1] /= lmmerge;
}
}
surf->lightmaptexturenums[sty] /= lmmerge;
}
}
}
batch->meshes = 0;
batch->firstmesh = 0;
}
}
}
//q1 autoanimates. if the frame is set, it uses the alternate animation.
void Mod_UpdateBatchShader_Q1 (struct batch_s *batch)
{
texture_t *base = batch->texture;
int reletive;
int count;
if (batch->ent->framestate.g[FS_REG].frame[0])
{
if (base->alternate_anims)
base = base->alternate_anims;
}
if (base->anim_total)
{
reletive = (int)(cl.time*10) % base->anim_total;
count = 0;
while (base->anim_min > reletive || base->anim_max <= reletive)
{
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
}
batch->shader = base->shader;
}
//q2 has direct control over the texture frames used, but typically has the client generate the frame (different flags autogenerate different ranges).
void Mod_UpdateBatchShader_Q2 (struct batch_s *batch)
{
texture_t *base = batch->texture;
int reletive;
int frame = batch->ent->framestate.g[FS_REG].frame[0];
if (batch->ent == &r_worldentity)
frame = cl.time*2;
if (base->anim_total)
{
reletive = frame % base->anim_total;
while (reletive --> 0)
{
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
}
}
batch->shader = base->shader;
}
#define lmmerge(i) ((i>=0)?i/merge:i)
/*
batch->firstmesh is set only in and for this function, its cleared out elsewhere
*/
static int Mod_Batches_Generate(model_t *mod)
{
int i;
msurface_t *surf;
shader_t *shader;
int sortid;
batch_t *batch, *lbatch = NULL;
vec4_t plane;
int merge = 1;
/*
if (mod->fromgame == fg_quake3 && *mod->name != '*')
{
int limit = min(sh_config.texture_maxsize / mod->lightmaps.height, mod_mergeq3lightmaps.ival);
while (merge*2 <= limit)
merge *= 2;
if (merge < 1)//erk?
merge = 1;
}
*/
mod->lightmaps.count = (mod->lightmaps.count+merge-1) & ~(merge-1);
mod->lightmaps.count /= merge;
mod->lightmaps.height *= merge;
//for each surface, find a suitable batch to insert it into.
//we use 'firstmesh' to avoid chucking out too many verts in a single vbo (gl2 hardware tends to have a 16bit limit)
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + mod->firstmodelsurface + i;
shader = surf->texinfo->texture->shader;
if (shader)
{
sortid = shader->sort;
//shaders that are portals need to be split into separate batches to have the same surface planes
if (sortid == SHADER_SORT_PORTAL || (shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT)))
{
if (surf->flags & SURF_PLANEBACK)
{
VectorNegate(surf->plane->normal, plane);
plane[3] = -surf->plane->dist;
}
else
{
VectorCopy(surf->plane->normal, plane);
plane[3] = surf->plane->dist;
}
}
else
{
VectorClear(plane);
plane[3] = 0;
}
}
else
{
sortid = SHADER_SORT_OPAQUE;
VectorClear(plane);
plane[3] = 0;
}
if (lbatch && (
lbatch->texture == surf->texinfo->texture &&
lbatch->lightmap[0] == lmmerge(surf->lightmaptexturenums[0]) &&
Vector4Compare(plane, lbatch->plane) &&
lbatch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES) &&
#if MAXRLIGHTMAPS > 1
lbatch->lightmap[1] == lmmerge(surf->lightmaptexturenums[1]) &&
lbatch->lightmap[2] == lmmerge(surf->lightmaptexturenums[2]) &&
lbatch->lightmap[3] == lmmerge(surf->lightmaptexturenums[3]) &&
#endif
lbatch->fog == surf->fog)
batch = lbatch;
else
{
for (batch = mod->batches[sortid]; batch; batch = batch->next)
{
if (
batch->texture == surf->texinfo->texture &&
batch->lightmap[0] == lmmerge(surf->lightmaptexturenums[0]) &&
Vector4Compare(plane, batch->plane) &&
batch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES &&
#if MAXRLIGHTMAPS > 1
batch->lightmap[1] == lmmerge(surf->lightmaptexturenums[1]) &&
batch->lightmap[2] == lmmerge(surf->lightmaptexturenums[2]) &&
batch->lightmap[3] == lmmerge(surf->lightmaptexturenums[3]) &&
#endif
batch->fog == surf->fog)
break;
}
}
if (!batch)
{
batch = ZG_Malloc(&mod->memgroup, sizeof(*batch));
batch->lightmap[0] = lmmerge(surf->lightmaptexturenums[0]);
#if MAXRLIGHTMAPS > 1
batch->lightmap[1] = lmmerge(surf->lightmaptexturenums[1]);
batch->lightmap[2] = lmmerge(surf->lightmaptexturenums[2]);
batch->lightmap[3] = lmmerge(surf->lightmaptexturenums[3]);
#endif
batch->texture = surf->texinfo->texture;
batch->shader = surf->texinfo->texture->shader;
if (surf->texinfo->texture->alternate_anims || surf->texinfo->texture->anim_total)
{
if (mod->fromgame == fg_quake2)
batch->buildmeshes = Mod_UpdateBatchShader_Q2;
else
batch->buildmeshes = Mod_UpdateBatchShader_Q1;
}
batch->next = mod->batches[sortid];
batch->ent = &r_worldentity;
batch->fog = surf->fog;
Vector4Copy(plane, batch->plane);
mod->batches[sortid] = batch;
}
surf->sbatch = batch; //let the surface know which batch its in
batch->maxmeshes++;
batch->firstmesh += surf->mesh->numvertexes;
lbatch = batch;
}
return merge;
#undef lmmerge
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void Mod_LightmapAllocInit(lmalloc_t *lmallocator, qboolean hasdeluxe, unsigned int width, unsigned int height, int firstlm)
{
memset(lmallocator, 0, sizeof(*lmallocator));
lmallocator->deluxe = hasdeluxe;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
lmallocator->lmnum = firstlm;
lmallocator->firstlm = firstlm;
lmallocator->width = width;
lmallocator->height = height;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void Mod_LightmapAllocDone(lmalloc_t *lmallocator, model_t *mod)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
mod->lightmaps.first = lmallocator->firstlm;
mod->lightmaps.count = (lmallocator->lmnum - lmallocator->firstlm);
if (lmallocator->allocated[0]) //lmnum was only *COMPLETE* lightmaps that we allocated, and does not include the one we're currently building.
mod->lightmaps.count++;
if (lmallocator->deluxe)
{
mod->lightmaps.first*=2;
mod->lightmaps.count*=2;
mod->lightmaps.deluxemapping = true;
}
else
mod->lightmaps.deluxemapping = false;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void Mod_LightmapAllocBlock(lmalloc_t *lmallocator, int w, int h, unsigned short *x, unsigned short *y, int *tnum)
{
int best, best2;
int i, j;
for(;;)
{
best = lmallocator->height;
for (i = 0; i <= lmallocator->width - w; i++)
{
best2 = 0;
for (j=0; j < w; j++)
{
if (lmallocator->allocated[i+j] >= best)
break;
if (lmallocator->allocated[i+j] > best2)
best2 = lmallocator->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > lmallocator->height)
{
memset(lmallocator->allocated, 0, sizeof(lmallocator->allocated));
lmallocator->lmnum++;
continue;
}
for (i=0; i < w; i++)
lmallocator->allocated[*x + i] = best + h;
if (lmallocator->deluxe)
*tnum = lmallocator->lmnum*2;
else
*tnum = lmallocator->lmnum;
break;
}
}
static void Mod_LightmapAllocSurf(lmalloc_t *lmallocator, msurface_t *surf, int surfstyle)
{
int smax, tmax;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
if (isDedicated ||
(surf->texinfo->texture->shader && !(surf->texinfo->texture->shader->flags & SHADER_HASLIGHTMAP)) || //fte
(surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) || //q1
(surf->texinfo->flags & TEX_SPECIAL) || //the original 'no lightmap'
(surf->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP)) || //q2 surfaces
smax > lmallocator->width || tmax > lmallocator->height || smax < 0 || tmax < 0) //bugs/bounds/etc
{
surf->lightmaptexturenums[surfstyle] = -1;
return;
}
Mod_LightmapAllocBlock (lmallocator, smax, tmax, &surf->light_s[surfstyle], &surf->light_t[surfstyle], &surf->lightmaptexturenums[surfstyle]);
}
static void Mod_Batches_SplitLightmaps(model_t *mod, int lmmerge)
{
batch_t *batch;
batch_t *nb;
int i, j, sortid;
msurface_t *surf;
int sty;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
surf = (msurface_t*)batch->mesh[0];
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
batch->lightmap[sty] = (surf->lightmaptexturenums[sty]>=0)?surf->lightmaptexturenums[sty]/lmmerge:surf->lightmaptexturenums[sty];
batch->lmlightstyle[sty] = surf->styles[sty];
}
for (j = 1; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
int lm = (surf->lightmaptexturenums[sty]>=0)?surf->lightmaptexturenums[sty]/lmmerge:surf->lightmaptexturenums[sty];
if (lm != batch->lightmap[sty] ||
//fixme: we should merge later (reverted matching) surfaces into the prior batch
surf->styles[sty] != batch->lmlightstyle[sty] ||
surf->vlstyles[sty] != batch->vtlightstyle[sty])
break;
}
if (sty < MAXRLIGHTMAPS)
{
nb = ZG_Malloc(&mod->memgroup, sizeof(*batch));
*nb = *batch;
batch->next = nb;
nb->mesh = batch->mesh + j*2;
nb->maxmeshes = batch->maxmeshes - j;
batch->maxmeshes = j;
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
int lm = (surf->lightmaptexturenums[sty]>=0)?surf->lightmaptexturenums[sty]/lmmerge:surf->lightmaptexturenums[sty];
nb->lightmap[sty] = lm;
nb->lmlightstyle[sty] = surf->styles[sty];
nb->vtlightstyle[sty] = surf->vlstyles[sty];
}
memmove(nb->mesh, batch->mesh+j, sizeof(msurface_t*)*nb->maxmeshes);
for (i = 0; i < nb->maxmeshes; i++)
{
surf = (msurface_t*)nb->mesh[i];
surf->sbatch = nb;
}
batch = nb;
j = 1;
}
}
}
}
/*
allocates lightmaps and splits batches upon lightmap boundaries
*/
static void Mod_Batches_AllocLightmaps(model_t *mod)
{
batch_t *batch;
batch_t *nb;
lmalloc_t lmallocator;
int i, j, sortid;
msurface_t *surf;
int sty;
size_t samps = 0;
//small models don't have many surfaces, don't allocate a smegging huge lightmap that simply won't be used.
for (i=0, j=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + mod->firstmodelsurface + i;
if (surf->texinfo->flags & TEX_SPECIAL)
continue; //surfaces with no lightmap should not count torwards anything.
samps += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1);
if (j < (surf->extents[0]>>surf->lmshift)+1)
j = (surf->extents[0]>>surf->lmshift)+1;
if (j < (surf->extents[1]>>surf->lmshift)+1)
j = (surf->extents[1]>>surf->lmshift)+1;
}
samps /= 4;
samps = sqrt(samps);
if (j > 128 || !r_dynamic.ival)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
samps *= 2;
mod->lightmaps.width = bound(j, samps, LMBLOCK_SIZE_MAX);
mod->lightmaps.height = bound(j, samps, LMBLOCK_SIZE_MAX);
for (i = 0; (1<<i) < mod->lightmaps.width; i++);
mod->lightmaps.width = 1<<i;
for (i = 0; (1<<i) < mod->lightmaps.height; i++);
mod->lightmaps.height = 1<<i;
mod->lightmaps.width = bound(64, mod->lightmaps.width, sh_config.texture_maxsize);
mod->lightmaps.height = bound(64, mod->lightmaps.height, sh_config.texture_maxsize);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Mod_LightmapAllocInit(&lmallocator, mod->deluxdata != NULL, mod->lightmaps.width, mod->lightmaps.height, 0x50);
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
surf = (msurface_t*)batch->mesh[0];
Mod_LightmapAllocSurf (&lmallocator, surf, 0);
for (sty = 1; sty < MAXRLIGHTMAPS; sty++)
surf->lightmaptexturenums[sty] = -1;
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
{
batch->lightmap[sty] = surf->lightmaptexturenums[sty];
batch->lmlightstyle[sty] = 255;//don't do special backend rendering of lightstyles.
batch->vtlightstyle[sty] = 255;//don't do special backend rendering of lightstyles.
}
for (j = 1; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
Mod_LightmapAllocSurf (&lmallocator, surf, 0);
for (sty = 1; sty < MAXRLIGHTMAPS; sty++)
surf->lightmaptexturenums[sty] = -1;
if (surf->lightmaptexturenums[0] != batch->lightmap[0])
{
nb = ZG_Malloc(&mod->memgroup, sizeof(*batch));
*nb = *batch;
batch->next = nb;
nb->mesh = batch->mesh + j*2;
nb->maxmeshes = batch->maxmeshes - j;
batch->maxmeshes = j;
for (sty = 0; sty < MAXRLIGHTMAPS; sty++)
nb->lightmap[sty] = surf->lightmaptexturenums[sty];
memmove(nb->mesh, batch->mesh+j, sizeof(msurface_t*)*nb->maxmeshes);
for (i = 0; i < nb->maxmeshes; i++)
{
surf = (msurface_t*)nb->mesh[i];
surf->sbatch = nb;
}
batch = nb;
j = 0;
}
}
}
Mod_LightmapAllocDone(&lmallocator, mod);
}
extern void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift);
//if build is NULL, uses q1/q2 surf generation, and allocates lightmaps
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static void Mod_Batches_Build(model_t *mod, builddata_t *bd)
{
int i;
int numverts = 0, numindicies=0;
msurface_t *surf;
mesh_t *mesh;
mesh_t **bmeshes;
int sortid;
batch_t *batch;
mesh_t *meshlist;
int merge = 1;
currentmodel = mod;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!mod->textures)
return;
if (bd)
meshlist = NULL;
else
meshlist = ZG_Malloc(&mod->memgroup, sizeof(mesh_t) * mod->nummodelsurfaces);
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + i + mod->firstmodelsurface;
if (meshlist)
{
mesh = surf->mesh = &meshlist[i];
mesh->numvertexes = surf->numedges;
mesh->numindexes = (surf->numedges-2)*3;
}
else
mesh = surf->mesh;
numverts += mesh->numvertexes;
numindicies += mesh->numindexes;
// surf->lightmaptexturenum = -1;
}
/*assign each mesh to a batch, generating as needed*/
merge = Mod_Batches_Generate(mod);
bmeshes = ZG_Malloc(&mod->memgroup, sizeof(*bmeshes)*mod->nummodelsurfaces*R_MAX_RECURSE);
//we now know which batch each surface is in, and how many meshes there are in each batch.
//allocate the mesh-pointer-lists for each batch. *2 for recursion.
for (i = 0, sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->mesh = bmeshes + i;
i += batch->maxmeshes*R_MAX_RECURSE;
}
//store the *surface* into the batch's mesh list (yes, this is an evil cast hack, but at least both are pointers)
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + mod->firstmodelsurface + i;
surf->sbatch->mesh[surf->sbatch->meshes++] = (mesh_t*)surf;
}
if (bd) //q3
Mod_Batches_SplitLightmaps(mod, merge);
else
Mod_Batches_AllocLightmaps(mod);
if (!bd)
{
mod->lightmaps.surfstyles = 1;
Mod_Batches_BuildModelMeshes(mod, numverts, numindicies, ModQ1_Batches_BuildQ1Q2Poly, bd, merge);
}
else
Mod_Batches_BuildModelMeshes(mod, numverts, numindicies, bd->buildfunc, bd, merge);
if (BE_GenBrushModelVBO)
BE_GenBrushModelVBO(mod);
}
#endif
/*
=================
Mod_SetParent
=================
*/
void Mod_SetParent (mnode_t *node, mnode_t *parent)
{
if (!node)
return;
node->parent = parent;
if (node->contents < 0)
return;
Mod_SetParent (node->children[0], node);
Mod_SetParent (node->children[1], node);
}
/*
=================
Mod_LoadNodes
=================
*/
static qboolean Mod_LoadNodes (model_t *loadmodel, qbyte *mod_base, lump_t *l, int lm)
{
int i, j, count, p;
mnode_t *out;
if (lm == 2)
{
dl2node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleLong (in->firstface);
out->numsurfaces = LittleLong (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
else if (lm)
{
dl1node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleLong (in->firstface);
out->numsurfaces = LittleLong (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
else
{
dsnode_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = (unsigned short)LittleShort (in->firstface);
out->numsurfaces = (unsigned short)LittleShort (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleShort (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
Mod_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs
return true;
}
/*
=================
Mod_LoadLeafs
=================
*/
static qboolean Mod_LoadLeafs (model_t *loadmodel, qbyte *mod_base, lump_t *l, int lm, qbyte *ptr, size_t len)
{
mleaf_t *out;
int i, j, count, p;
if (!ptr)
{
ptr = mod_base + l->fileofs;
len = l->filelen;
}
if (lm==2)
{
dl2leaf_t *in;
in = (void *)ptr;
if (len % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = len / sizeof(*in);
if (count > MAX_MAP_LEAFS)
{
Con_Printf (CON_ERROR "Mod_LoadLeafs: %s has more than %i leafs\n",loadmodel->name, MAX_MAP_LEAFS);
return false;
}
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->leafs = out;
loadmodel->numleafs = count;
loadmodel->numclusters = count-1;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
else if (lm)
{
dl1leaf_t *in;
in = (void *)(ptr);
if (len % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = len / sizeof(*in);
if (count > MAX_MAP_LEAFS)
{
Con_Printf (CON_ERROR "Mod_LoadLeafs: %s has more than %i leafs\n",loadmodel->name, MAX_MAP_LEAFS);
return false;
}
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->leafs = out;
loadmodel->numleafs = count;
loadmodel->numclusters = count-1;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
else
{
dsleaf_t *in;
in = (void *)(ptr);
if (len % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = len / sizeof(*in);
if (count > MAX_MAP_LEAFS)
{
Con_Printf (CON_ERROR "Mod_LoadLeafs: %s has more than %i leafs\n",loadmodel->name, MAX_MAP_LEAFS);
return false;
}
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->leafs = out;
loadmodel->numleafs = count;
loadmodel->numclusters = count-1;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces + (unsigned short)LittleShort(in->firstmarksurface);
out->nummarksurfaces = (unsigned short)LittleShort(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
return true;
}
//these are used to boost other info sizes
int numsuplementryplanes;
int numsuplementryclipnodes;
void *suplementryclipnodes;
void *suplementryplanes;
void *crouchhullfile;
void Mod_LoadCrouchHull(model_t *loadmodel)
{
int i, h;
int numsm;
char crouchhullname[MAX_QPATH];
int *data;
int hulls;
// dclipnode_t *cn;
memset(loadmodel->hulls, 0, sizeof(loadmodel->hulls)); //ensure all the sizes are 0 (this is how we check for the existance of a hull
numsuplementryplanes = numsuplementryclipnodes = 0;
//find a name for a ccn and try to load it.
strcpy(crouchhullname, loadmodel->name);
COM_StripExtension(loadmodel->name, crouchhullname, sizeof(crouchhullname));
COM_DefaultExtension(crouchhullname, ".crh",sizeof(crouchhullname)); //crouch hull
FS_LoadFile(crouchhullname, &crouchhullfile);
if (!crouchhullfile)
return;
data = crouchhullfile;
if (LittleLong(*data++) != ('S') + ('C'<<8) + ('N'<<16) + ('P'<<24)) //make sure it's the right version
return;
if (LittleLong(*data) == 2)
{
data++;
hulls = LittleLong(*data++);
}
else
return;
if (hulls > MAX_MAP_HULLSM - MAX_MAP_HULLSDQ1)
{
return;
}
numsm = LittleLong(*data++);
if (numsm != loadmodel->numsubmodels) //not compatible
return;
numsuplementryplanes = LittleLong(*data++);
numsuplementryclipnodes = LittleLong(*data++);
for (h = 0; h < hulls; h++)
{
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_mins[i] = LittleLong(*data++);
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_maxs[i] = LittleLong(*data++);
for (i = 0; i < numsm; i++) //load headnode references
{
loadmodel->submodels[i].headnode[3+h] = LittleLong(*data)+1;
data++;
}
}
suplementryplanes = data;
suplementryclipnodes = (qbyte*)data + sizeof(dplane_t)*numsuplementryplanes;
}
/*
=================
Mod_LoadClipnodes
=================
*/
qboolean Mod_LoadClipnodes (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm)
{
dsclipnode_t *ins;
dlclipnode_t *inl;
mclipnode_t *out;
int i, count;
hull_t *hull;
if (lm)
{
ins = NULL;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
}
else
{
ins = (void *)(mod_base + l->fileofs);
inl = NULL;
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
}
out = ZG_Malloc(&loadmodel->memgroup, (count+numsuplementryclipnodes)*sizeof(*out));//space for both
loadmodel->clipnodes = out;
loadmodel->numclipnodes = count+numsuplementryclipnodes;
if (hexen2map)
{ //hexen2.
hexen2map=false;
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -24;
hull->clip_mins[1] = -24;
hull->clip_mins[2] = -20;
hull->clip_maxs[0] = 24;
hull->clip_maxs[1] = 24;
hull->clip_maxs[2] = 20;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -12;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 16;
hull->available = true;
/*
There is some mission-pack weirdness here
in the missionpack, hull 4 is meant to be '-8 -8 -8' '8 8 8'
in the original game, hull 4 is '-40 -40 -42' '40 40 42'
*/
hull = &loadmodel->hulls[4];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -8;
hull->clip_mins[1] = -8;
hull->clip_mins[2] = -8;
hull->clip_maxs[0] = 8;
hull->clip_maxs[1] = 8;
hull->clip_maxs[2] = 8;
hull->available = true;
hull = &loadmodel->hulls[5];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -48;
hull->clip_mins[1] = -48;
hull->clip_mins[2] = -50;
hull->clip_maxs[0] = 48;
hull->clip_maxs[1] = 48;
hull->clip_maxs[2] = 50;
hull->available = true;
//6 isn't used.
//7 isn't used.
}
else if (loadmodel->fromgame == fg_halflife)
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -36;//-36 is correct here, but mvdsv uses -32 instead. This breaks prediction between the two
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = hull->clip_mins[2]+72;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -32;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = hull->clip_mins[2]+64;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -18;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = hull->clip_mins[2]+36;
hull->available = true;
}
else
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = 64;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -6;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 30;
hull->available = false;
}
if (lm)
{
for (i=0 ; i<count ; i++, out++, inl++)
{
out->planenum = LittleLong(inl->planenum);
out->children[0] = LittleLong(inl->children[0]);
out->children[1] = LittleLong(inl->children[1]);
}
}
else
{
for (i=0 ; i<count ; i++, out++, ins++)
{
out->planenum = LittleLong(ins->planenum);
out->children[0] = (unsigned short)LittleShort(ins->children[0]);
out->children[1] = (unsigned short)LittleShort(ins->children[1]);
//if these 'overflow', then they're meant to refer to contents instead, and should be negative
if (out->children[0] >= count)
out->children[0] -= 0x10000;
if (out->children[1] >= count)
out->children[1] -= 0x10000;
}
}
if (numsuplementryclipnodes) //now load the crouch ones.
{
/*This looks buggy*/
for (i = 3; i < MAX_MAP_HULLSM; i++)
{
hull = &loadmodel->hulls[i];
hull->planes = suplementryplanes;
hull->clipnodes = out-1;
hull->firstclipnode = 0;
hull->lastclipnode = numsuplementryclipnodes;
hull->available = true;
}
ins = suplementryclipnodes;
for (i=0 ; i<numsuplementryclipnodes ; i++, out++, ins++)
{
out->planenum = LittleLong(ins->planenum);
out->children[0] = LittleShort(ins->children[0]);
out->children[0] += out->children[0]>=0?1:0;
out->children[1] = LittleShort(ins->children[1]);
out->children[1] += out->children[1]>=0?1:0;
}
}
return true;
}
/*
=================
Mod_MakeHull0
Deplicate the drawing hull structure as a clipping hull
=================
*/
void Mod_MakeHull0 (model_t *loadmodel)
{
mnode_t *in, *child;
mclipnode_t *out;
int i, j, count;
hull_t *hull;
hull = &loadmodel->hulls[0];
in = loadmodel->nodes;
count = loadmodel->numnodes;
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
for (i=0 ; i<count ; i++, out++, in++)
{
out->planenum = in->plane - loadmodel->planes;
for (j=0 ; j<2 ; j++)
{
child = in->children[j];
if (child->contents < 0)
out->children[j] = child->contents;
else
out->children[j] = child - loadmodel->nodes;
}
}
}
/*
=================
Mod_LoadMarksurfaces
=================
*/
qboolean Mod_LoadMarksurfaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm)
{
int i, j, count;
msurface_t **out;
if (lm)
{
int *inl;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = (unsigned int)LittleLong(inl[i]);
if (j >= loadmodel->numsurfaces)
{
Con_Printf (CON_ERROR "Mod_ParseMarksurfaces: bad surface number\n");
return false;
}
out[i] = loadmodel->surfaces + j;
}
}
else
{
short *ins;
ins = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = (unsigned short)LittleShort(ins[i]);
if (j >= loadmodel->numsurfaces)
{
Con_Printf (CON_ERROR "Mod_ParseMarksurfaces: bad surface number\n");
return false;
}
out[i] = loadmodel->surfaces + j;
}
}
return true;
}
/*
=================
Mod_LoadSurfedges
=================
*/
qboolean Mod_LoadSurfedges (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
int i, count;
int *in, *out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, count*sizeof(*out));
loadmodel->surfedges = out;
loadmodel->numsurfedges = count;
for ( i=0 ; i<count ; i++)
out[i] = LittleLong (in[i]);
return true;
}
/*
=================
Mod_LoadPlanes
=================
*/
qboolean Mod_LoadPlanes (model_t *loadmodel, qbyte *mod_base, lump_t *l)
{
int i, j;
mplane_t *out;
dplane_t *in;
int count;
int bits;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = ZG_Malloc(&loadmodel->memgroup, (count+numsuplementryplanes)*2*sizeof(*out));
loadmodel->planes = out;
loadmodel->numplanes = count+numsuplementryplanes;
for ( i=0 ; i<count ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
if (numsuplementryplanes)
{
in = suplementryplanes;
suplementryplanes = out;
for ( i=0 ; i<numsuplementryplanes ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
}
return true;
}
#ifndef SERVERONLY
//combination of R_AddDynamicLights and R_MarkLights
static void Q1BSP_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Q1BSP_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Q1BSP_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DRAWALPHA|SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Q1BSP_StainNode (node->children[0], parms);
Q1BSP_StainNode (node->children[1], parms);
}
#endif
void Mod_FixupNodeMinsMaxs (mnode_t *node, mnode_t *parent)
{
if (!node)
return;
if (node->contents >= 0)
{
Mod_FixupNodeMinsMaxs (node->children[0], node);
Mod_FixupNodeMinsMaxs (node->children[1], node);
}
if (parent)
{
if (parent->minmaxs[0] > node->minmaxs[0])
parent->minmaxs[0] = node->minmaxs[0];
if (parent->minmaxs[1] > node->minmaxs[1])
parent->minmaxs[1] = node->minmaxs[1];
if (parent->minmaxs[2] > node->minmaxs[2])
parent->minmaxs[2] = node->minmaxs[2];
if (parent->minmaxs[3] < node->minmaxs[3])
parent->minmaxs[3] = node->minmaxs[3];
if (parent->minmaxs[4] < node->minmaxs[4])
parent->minmaxs[4] = node->minmaxs[4];
if (parent->minmaxs[5] < node->minmaxs[5])
parent->minmaxs[5] = node->minmaxs[5];
}
}
static void Mod_FixupMinsMaxs(model_t *loadmodel)
{
//q1 bsps are capped to +/- 32767 by the nodes/leafs
//verts arn't though
//so if the map is too big, let's figure out what they should be
float *v;
msurface_t **mark, *surf;
mleaf_t *pleaf;
medge_t *e, *pedges;
int en, lindex;
int i, c, lnumverts;
qboolean needsfixup = false;
if (loadmodel->mins[0] < -32768)
needsfixup = true;
if (loadmodel->mins[1] < -32768)
needsfixup = true;
if (loadmodel->mins[2] < -32768)
needsfixup = true;
if (loadmodel->maxs[0] > 32767)
needsfixup = true;
if (loadmodel->maxs[1] > 32767)
needsfixup = true;
if (loadmodel->maxs[2] > 32767)
needsfixup = true;
if (!needsfixup)
return;
//this is insane.
//why am I writing this?
//by the time the world actually gets this large, the floating point errors are going to be so immensly crazy that it's just not worth it.
pedges = loadmodel->edges;
for (i = 0; i < loadmodel->numleafs; i++)
{
pleaf = &loadmodel->leafs[i];
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
surf = (*mark++);
lnumverts = surf->numedges;
for (en=0 ; en<lnumverts ; en++)
{
lindex = loadmodel->surfedges[surf->firstedge + en];
if (lindex > 0)
{
e = &pedges[lindex];
v = loadmodel->vertexes[e->v[0]].position;
}
else
{
e = &pedges[-lindex];
v = loadmodel->vertexes[e->v[1]].position;
}
if (pleaf->minmaxs[0] > v[0])
pleaf->minmaxs[0] = v[0];
if (pleaf->minmaxs[1] > v[1])
pleaf->minmaxs[1] = v[1];
if (pleaf->minmaxs[2] > v[2])
pleaf->minmaxs[2] = v[2];
if (pleaf->minmaxs[3] < v[0])
pleaf->minmaxs[3] = v[0];
if (pleaf->minmaxs[4] < v[1])
pleaf->minmaxs[4] = v[1];
if (pleaf->minmaxs[5] < v[2])
pleaf->minmaxs[5] = v[2];
}
} while (--c);
}
}
Mod_FixupNodeMinsMaxs (loadmodel->nodes, NULL); // sets nodes and leafs
}
void ModBrush_LoadGLStuff(void *ctx, void *data, size_t a, size_t b)
{
#ifndef SERVERONLY
model_t *mod = ctx;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
char loadname[MAX_QPATH];
if (!a)
{ //submodels share textures, so only do this if 'a' is 0 (inline index, 0 = world).
for (a = 0; a < mod->numfogs; a++)
{
mod->fogs[a].shader = R_RegisterShader_Lightmap(mod->fogs[a].shadername);
R_BuildDefaultTexnums(NULL, mod->fogs[a].shader);
if (!mod->fogs[a].shader->fog_dist)
{
//invalid fog shader, don't use.
mod->fogs[a].shader = NULL;
mod->fogs[a].numplanes = 0;
}
}
if (mod->fromgame == fg_quake3)
{
for(a = 0; a < mod->numtexinfo; a++)
{
mod->textures[a]->shader = R_RegisterShader_Lightmap(mod->textures[a]->name);
R_BuildDefaultTexnums(NULL, mod->textures[a]->shader);
mod->textures[a+mod->numtexinfo]->shader = R_RegisterShader_Vertex (mod->textures[a+mod->numtexinfo]->name);
R_BuildDefaultTexnums(NULL, mod->textures[a+mod->numtexinfo]->shader);
}
mod->textures[2*mod->numtexinfo]->shader = R_RegisterShader_Flare("noshader");
}
else if (mod->fromgame == fg_quake2)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
COM_FileBase (mod->name, loadname, sizeof(loadname));
for(a = 0; a < mod->numtextures; a++)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int maps = 0;
mod->textures[a]->shader = R_RegisterCustom (mod->textures[a]->name, SUF_LIGHTMAP, Shader_DefaultBSPQ2, NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
maps |= SHADER_HASPALETTED;
maps |= SHADER_HASDIFFUSE;
if (r_fb_bmodels.ival)
maps |= SHADER_HASFULLBRIGHT;
// if (r_loadbumpmapping || (r_waterstyle.ival > 1 && *tx->name == '*'))
// maps |= SHADER_HASNORMALMAP;
if (gl_specular.ival)
maps |= SHADER_HASGLOSS;
R_BuildLegacyTexnums(mod->textures[a]->shader, mod->textures[a]->name, loadname, maps, TF_MIP4_SOLID8, mod->textures[a]->width, mod->textures[a]->height, mod->textures[a]->mips, mod->textures[a]->palette);
BZ_Free(mod->textures[a]->mips[0]);
}
}
else
{
COM_FileBase (mod->name, loadname, sizeof(loadname));
if (!strncmp(loadname, "b_", 2))
Q_strncpyz(loadname, "bmodels", sizeof(loadname));
for(a = 0; a < mod->numtextures; a++)
Mod_FinishTexture(mod->textures[a], loadname);
}
}
Mod_Batches_Build(mod, data);
if (data)
BZ_Free(data);
#endif
}
struct vispatch_s
{
void *fileptr;
size_t filelen;
void *visptr;
int vislen;
void *leafptr;
int leaflen;
};
static void Mod_FindVisPatch(struct vispatch_s *patch, model_t *mod, size_t leaflumpsize)
{
char patchname[MAX_QPATH];
int *lenptr, len;
int ofs;
qbyte *file;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
char *mapname;
memset(patch, 0, sizeof(*patch));
if (!mod_external_vis.ival)
return;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
mapname = COM_SkipPath(mod->name);
COM_StripExtension(mod->name, patchname, sizeof(patchname));
Q_strncatz(patchname, ".vis", sizeof(patchname));
//ignore the patch file if its in a different gamedir.
//this file format sucks too much for other verification.
if (FS_FLocateFile(mod->name,FSLFRT_DEPTH_OSONLY, NULL) != FS_FLocateFile(patchname,FSLFRT_DEPTH_OSONLY, NULL))
return;
patch->filelen = FS_LoadFile(patchname, &patch->fileptr);
if (!patch->fileptr)
return;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
ofs = 0;
while (ofs+36 <= patch->filelen)
{
file = patch->fileptr;
file += ofs;
memcpy(patchname, file, 32);
patchname[32] = 0;
file += 32;
lenptr = (int*)file;
file += sizeof(int);
len = LittleLong(*lenptr);
if (ofs+36+len > patch->filelen)
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!Q_strcasecmp(patchname, mapname))
{
lenptr = (int*)file;
patch->vislen = LittleLong(*lenptr);
file += sizeof(int);
patch->visptr = file;
file += patch->vislen;
lenptr = (int*)file;
patch->leaflen = LittleLong(*lenptr);
file += sizeof(int);
patch->leafptr = file;
file += patch->leaflen;
if (sizeof(int)*2 + patch->vislen + patch->leaflen != len || patch->leaflen != leaflumpsize)
{
patch->visptr = NULL;
patch->leafptr = NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
break;
}
ofs += 36+len;
}
}
/*
=================
Mod_LoadBrushModel
=================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadBrushModel (model_t *mod, void *buffer, size_t fsize)
{
struct vispatch_s vispatch;
int i, j;
dheader_t *header;
mmodel_t *bm;
model_t *submod;
unsigned int chksum;
qboolean noerrors;
int longm = false;
char loadname[32];
qbyte *mod_base = buffer;
#if (defined(ODE_STATIC) || defined(ODE_DYNAMIC))
qboolean ode = true;
#else
#define ode true
#endif
COM_FileBase (mod->name, loadname, sizeof(loadname));
mod->type = mod_brush;
header = (dheader_t *)buffer;
#ifdef SERVERONLY
isnotmap = !!sv.world.worldmodel;
#else
if ((!cl.worldmodel && cls.state>=ca_connected)
#ifndef CLIENTONLY
|| (!sv.world.worldmodel && sv.state)
#endif
)
isnotmap = false;
else
isnotmap = true;
#endif
i = LittleLong (header->version);
if (i == BSPVERSION || i == BSPVERSIONPREREL)
{
mod->fromgame = fg_quake;
mod->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG1)
{
longm = true;
mod->fromgame = fg_quake;
mod->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG2)
{
longm = 2;
mod->fromgame = fg_quake;
mod->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSIONHL) //halflife support
mod->fromgame = fg_halflife;
else
{
Con_Printf (CON_ERROR "Mod_LoadBrushModel: %s has wrong version number (%i should be %i)\n", mod->name, i, BSPVERSION);
return false;
}
mod->lightmaps.width = 128;//LMBLOCK_WIDTH;
mod->lightmaps.height = 128;//LMBLOCK_HEIGHT;
// swap all the lumps
mod_base = (qbyte *)header;
for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
Q1BSPX_Setup(mod, mod_base, fsize, header->lumps, HEADER_LUMPS);
// checksum all of the map, except for entities
mod->checksum = 0;
mod->checksum2 = 0;
for (i = 0; i < HEADER_LUMPS; i++)
{
if ((unsigned)header->lumps[i].fileofs + (unsigned)header->lumps[i].filelen > fsize)
{
Con_Printf (CON_ERROR "Mod_LoadBrushModel: %s appears truncated\n", mod->name);
return false;
}
if (i == LUMP_ENTITIES)
continue;
chksum = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
mod->checksum ^= chksum;
if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
continue;
mod->checksum2 ^= chksum;
}
if (1)//mod_ebfs.value)
{
char *id;
id = (char *)(header + 1);
if (id[0]=='P' && id[1]=='A' && id[2]=='C' && id[3]=='K')
{ //EBFS detected.
COM_LoadMapPackFile(mod->name, sizeof(dheader_t));
}
}
noerrors = true;
crouchhullfile = NULL;
Mod_FindVisPatch(&vispatch, mod, header->lumps[LUMP_LEAFS].filelen);
// load into heap
if (!isDedicated || ode)
{
TRACE(("Loading verts\n"));
noerrors = noerrors && Mod_LoadVertexes (mod, mod_base, &header->lumps[LUMP_VERTEXES]);
TRACE(("Loading edges\n"));
noerrors = noerrors && Mod_LoadEdges (mod, mod_base, &header->lumps[LUMP_EDGES], longm);
TRACE(("Loading Surfedges\n"));
noerrors = noerrors && Mod_LoadSurfedges (mod, mod_base, &header->lumps[LUMP_SURFEDGES]);
}
if (!isDedicated)
{
TRACE(("Loading Textures\n"));
noerrors = noerrors && Mod_LoadTextures (mod, mod_base, &header->lumps[LUMP_TEXTURES]);
}
TRACE(("Loading Submodels\n"));
noerrors = noerrors && Mod_LoadSubmodels (mod, mod_base, &header->lumps[LUMP_MODELS]);
if (noerrors)
{
TRACE(("Loading CH\n"));
Mod_LoadCrouchHull(mod);
}
TRACE(("Loading Planes\n"));
noerrors = noerrors && Mod_LoadPlanes (mod, mod_base, &header->lumps[LUMP_PLANES]);
TRACE(("Loading Entities\n"));
Mod_LoadEntities (mod, mod_base, &header->lumps[LUMP_ENTITIES]);
if (!isDedicated || ode)
{
TRACE(("Loading Texinfo\n"));
noerrors = noerrors && Mod_LoadTexinfo (mod, mod_base, &header->lumps[LUMP_TEXINFO]);
TRACE(("Loading Faces\n"));
noerrors = noerrors && Mod_LoadFaces (mod, mod_base, &header->lumps[LUMP_FACES], &header->lumps[LUMP_LIGHTING], longm);
}
if (!isDedicated)
{
TRACE(("Loading MarkSurfaces\n"));
noerrors = noerrors && Mod_LoadMarksurfaces (mod, mod_base, &header->lumps[LUMP_MARKSURFACES], longm);
}
if (noerrors)
{
TRACE(("Loading Vis\n"));
Mod_LoadVisibility (mod, mod_base, &header->lumps[LUMP_VISIBILITY], vispatch.visptr, vispatch.vislen);
}
noerrors = noerrors && Mod_LoadLeafs (mod, mod_base, &header->lumps[LUMP_LEAFS], longm, vispatch.leafptr, vispatch.leaflen);
TRACE(("Loading Nodes\n"));
noerrors = noerrors && Mod_LoadNodes (mod, mod_base, &header->lumps[LUMP_NODES], longm);
TRACE(("Loading Clipnodes\n"));
noerrors = noerrors && Mod_LoadClipnodes (mod, mod_base, &header->lumps[LUMP_CLIPNODES], longm);
if (noerrors)
{
TRACE(("Loading hull 0\n"));
Mod_MakeHull0 (mod);
}
TRACE(("sorting shaders\n"));
if (!isDedicated && noerrors)
Mod_SortShaders(mod);
if (crouchhullfile)
{
FS_FreeFile(crouchhullfile);
crouchhullfile=NULL;
}
BZ_Free(vispatch.fileptr);
if (!noerrors)
{
return false;
}
TRACE(("LoadBrushModel %i\n", __LINE__));
Q1BSP_LoadBrushes(mod);
TRACE(("LoadBrushModel %i\n", __LINE__));
Q1BSP_SetModelFuncs(mod);
TRACE(("LoadBrushModel %i\n", __LINE__));
#ifndef SERVERONLY
mod->funcs.LightPointValues = GLQ1BSP_LightPointValues;
mod->funcs.MarkLights = Q1BSP_MarkLights;
mod->funcs.StainNode = Q1BSP_StainNode;
#endif
mod->numframes = 2; // regular and alternate animation
//
// set up the submodels (FIXME: this is confusing)
//
for (i=0, submod = mod; i<mod->numsubmodels ; i++)
{
bm = &mod->submodels[i];
submod->rootnode = submod->nodes + bm->headnode[0];
submod->hulls[0].firstclipnode = bm->headnode[0];
submod->hulls[0].available = true;
Q1BSP_CheckHullNodes(&submod->hulls[0]);
TRACE(("LoadBrushModel %i\n", __LINE__));
for (j=1 ; j<MAX_MAP_HULLSM ; j++)
{
submod->hulls[j].firstclipnode = bm->headnode[j];
submod->hulls[j].lastclipnode = submod->numclipnodes-1;
submod->hulls[j].available &= bm->hullavailable[j];
if (submod->hulls[j].firstclipnode > submod->hulls[j].lastclipnode)
submod->hulls[j].available = false;
if (submod->hulls[j].available)
Q1BSP_CheckHullNodes(&submod->hulls[j]);
}
submod->firstmodelsurface = bm->firstface;
submod->nummodelsurfaces = bm->numfaces;
VectorCopy (bm->maxs, submod->maxs);
VectorCopy (bm->mins, submod->mins);
submod->radius = RadiusFromBounds (submod->mins, submod->maxs);
submod->numclusters = bm->visleafs;
memset(&submod->batches, 0, sizeof(submod->batches));
submod->vbos = NULL;
TRACE(("LoadBrushModel %i\n", __LINE__));
if (!isDedicated || ode)
{
COM_AddWork(0, ModBrush_LoadGLStuff, submod, NULL, i, 0);
}
TRACE(("LoadBrushModel %i\n", __LINE__));
if (i)
COM_AddWork(0, Mod_ModelLoaded, submod, NULL, MLS_LOADED, 0);
if (i < submod->numsubmodels-1)
{ // duplicate the basic information
char name[MAX_QPATH];
model_t *nextmod;
// if (isnotmap)
Q_snprintfz (name, sizeof(name), "*%i:%s", i+1, mod->name);
// else//FIXME: this can bug out if we've still got one of these queued from a previous map change
// Q_snprintfz (name, sizeof(name), "*%i", i+1);
nextmod = Mod_FindName (name);
*nextmod = *submod;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
nextmod->submodelof = mod;
Q_strncpyz(nextmod->name, name, sizeof(nextmod->name));
submod = nextmod;
memset(&submod->memgroup, 0, sizeof(submod->memgroup));
}
TRACE(("LoadBrushModel %i\n", __LINE__));
}
#ifdef RUNTIMELIGHTING
TRACE(("LoadBrushModel %i\n", __LINE__));
if (lightmodel == mod)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
lightcontext = LightStartup(NULL, lightmodel, true);
LightReloadEntities(lightcontext, lightmodel->entities);
}
#endif
TRACE(("LoadBrushModel %i\n", __LINE__));
if (!isDedicated)
Mod_FixupMinsMaxs(mod);
TRACE(("LoadBrushModel %i\n", __LINE__));
#ifdef TERRAIN
mod->terrain = Mod_LoadTerrainInfo(mod, loadname, false);
#endif
return true;
}
/*
==============================================================================
SPRITES
==============================================================================
*/
//=========================================================
//we need to override the rtlight shader for sprites so they get lit properly ignoring n+s+t dirs
//so lets split the shader into parts to avoid too many dupes
#define SPRITE_SHADER_MAIN \
"{\n" \
"if gl_blendsprites\n" \
"program defaultsprite\n" \
"else\n" \
"program defaultsprite#MASK=1\n" \
"endif\n" \
"{\n" \
"map $diffuse\n" \
"if gl_blendsprites\n" \
"blendfunc GL_SRC_ALPHA GL_ONE\n" \
"else\n" \
"alphafunc ge128\n" \
"depthwrite\n" \
"endif\n" \
"rgbgen vertex\n" \
"alphagen vertex\n" \
"}\n" \
"surfaceparm noshadows\n"
#define SPRITE_SHADER_UNLIT "surfaceparm nodlight\n"
#define SPRITE_SHADER_LIT \
"sort seethrough\n" \
"bemode rtlight\n" \
"{\n" \
"program rtlight#NOBUMP\n" \
"{\n" \
"map $diffuse\n" \
"blendfunc add\n" \
"}\n" \
"}\n"
#define SPRITE_SHADER_FOOTER "}\n"
void Mod_LoadSpriteFrameShader(model_t *spr, int frame, int subframe, mspriteframe_t *frameinfo)
{
#ifndef SERVERONLY
/*
A quick note on tenebrae and sprites: In tenebrae, sprites are always lit, unless the light_lev field is set (which makes it fullbright).
While its generally preferable and more consistent to assume lit sprites, this is incompatible with vanilla quake and thus unacceptable to us, but you can set the mod_assumelitsprites cvar if you want it.
So for better compatibility, we have a whitelist of 'well-known' sprites that tenebrae uses in this way, which we do lighting on.
You should still be able to use EF_FULLBRIGHT on these, but light_lev is an imprecise setting and will result in issues. Just be specific about fullbright or additive.
DP on the other hand, supports lit sprites only when the sprite contains a ! in its name. We support that too.
*/
char *forcelitsprites[] =
{
"progs/smokepuff.spr",
NULL
};
int i;
char *shadertext;
char name[MAX_QPATH];
if (qrenderer == QR_NONE)
return;
if (subframe == -1)
Q_snprintfz(name, sizeof(name), "%s_%i.tga", spr->name, frame);
else
Q_snprintfz(name, sizeof(name), "%s_%i_%i.tga", spr->name, frame, subframe);
if (mod_litsprites.ival || strchr(spr->name, '!'))
i = -1;
else
{
for (i = 0; forcelitsprites[i]; i++)
if (!strcmp(spr->name, forcelitsprites[i]))
{
i = -1;
break;
}
}
if (i == -1) // a ! in the filename makes it non-fullbright (and can also be lit by rtlights too).
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
shadertext =
"{\n"
"program defaultsprite\n"
"{\n"
"map $diffuse\n"
"blendfunc GL_SRC_ALPHA GL_ONE\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"surfaceparm noshadows\n"
"sort seethrough\n"
"bemode rtlight\n"
"{\n"
"program rtlight#NOBUMP\n"
"{\n"
"map $diffuse\n"
"blendfunc add\n"
"}\n"
"}\n"
"}\n"
;
}
else
shadertext = SPRITE_SHADER_MAIN SPRITE_SHADER_UNLIT SPRITE_SHADER_FOOTER;
frameinfo->shader = R_RegisterShader(name, SUF_NONE, shadertext);
frameinfo->shader->defaulttextures->base = frameinfo->image;
frameinfo->shader->width = frameinfo->right-frameinfo->left;
frameinfo->shader->height = frameinfo->up-frameinfo->down;
#endif
}
void Mod_LoadSpriteShaders(model_t *spr)
{
msprite_t *psprite = spr->meshinfo;
int i, j;
mspritegroup_t *group;
for (i = 0; i < psprite->numframes; i++)
{
switch (psprite->frames[i].type)
{
case SPR_SINGLE:
Mod_LoadSpriteFrameShader(spr, i, -1, psprite->frames[i].frameptr);
break;
case SPR_ANGLED:
case SPR_GROUP:
group = (mspritegroup_t *)psprite->frames[i].frameptr;
for (j = 0; j < group->numframes; j++)
Mod_LoadSpriteFrameShader(spr, i, j, group->frames[j]);
break;
}
}
}
#ifdef SPRMODELS
/*
=================
Mod_LoadSpriteFrame
=================
*/
static void * Mod_LoadSpriteFrame (model_t *mod, void *pin, void *pend, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspriteframe_t *pinframe;
mspriteframe_t *pspriteframe;
int width, height, size, origin[2];
char name[64];
uploadfmt_t lowresfmt;
void *dataptr;
pinframe = (dspriteframe_t *)pin;
width = LittleLong (pinframe->width);
height = LittleLong (pinframe->height);
size = width * height;
pspriteframe = ZG_Malloc(&mod->memgroup, sizeof (mspriteframe_t));
Q_memset (pspriteframe, 0, sizeof (mspriteframe_t));
*ppframe = pspriteframe;
origin[0] = LittleLong (pinframe->origin[0]);
origin[1] = LittleLong (pinframe->origin[1]);
pspriteframe->up = origin[1];
pspriteframe->down = origin[1] - height;
pspriteframe->left = origin[0];
pspriteframe->right = width + origin[0];
dataptr = (pinframe + 1);
if (version == SPRITE32_VERSION)
{
size *= 4;
lowresfmt = TF_RGBA32;
}
else if (version == SPRITEHL_VERSION)
lowresfmt = TF_8PAL32;
else
lowresfmt = TF_TRANS8;
if ((qbyte*)dataptr + size > (qbyte*)pend)
{
//tenebrae has a couple of dodgy truncated sprites. yay for replacement textures.
dataptr = NULL;
lowresfmt = TF_INVALID;
}
Q_snprintfz(name, sizeof(name), "%s_%i.tga", mod->name, framenum);
pspriteframe->image = Image_GetTexture(name, "sprites", IF_NOMIPMAP|IF_NOGAMMA|IF_CLAMP, dataptr, palette, width, height, lowresfmt);
return (void *)((qbyte *)(pinframe+1) + size);
}
/*
=================
Mod_LoadSpriteGroup
=================
*/
static void * Mod_LoadSpriteGroup (model_t *mod, void * pin, void *pend, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspritegroup_t *pingroup;
mspritegroup_t *pspritegroup;
int i, numframes;
dspriteinterval_t *pin_intervals;
float *poutintervals;
void *ptemp;
pingroup = (dspritegroup_t *)pin;
numframes = LittleLong (pingroup->numframes);
pspritegroup = ZG_Malloc(&mod->memgroup, sizeof (mspritegroup_t) + (numframes - 1) * sizeof (pspritegroup->frames[0]));
pspritegroup->numframes = numframes;
*ppframe = (mspriteframe_t *)pspritegroup;
pin_intervals = (dspriteinterval_t *)(pingroup + 1);
poutintervals = ZG_Malloc(&mod->memgroup, numframes * sizeof (float));
pspritegroup->intervals = poutintervals;
for (i=0 ; i<numframes ; i++)
{
*poutintervals = LittleFloat (pin_intervals->interval);
if (*poutintervals <= 0.0)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteGroup: interval<=0\n");
return NULL;
}
poutintervals++;
pin_intervals++;
}
ptemp = (void *)pin_intervals;
for (i=0 ; i<numframes ; i++)
{
ptemp = Mod_LoadSpriteFrame (mod, ptemp, pend, &pspritegroup->frames[i], framenum * 100 + i, version, palette);
}
return ptemp;
}
/*
=================
Mod_LoadSpriteModel
=================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadSpriteModel (model_t *mod, void *buffer, size_t fsize)
{
int i;
int version;
dsprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dspriteframetype_t *pframetype;
int rendertype=SPRHL_ALPHATEST;
unsigned char pal[256*4];
int sptype;
pin = (dsprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE_VERSION)
if (version != SPRITE32_VERSION)
if (version != SPRITEHL_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number "
"(%i should be %i)\n", mod->name, version, SPRITE_VERSION);
return false;
}
sptype = LittleLong (pin->type);
if (LittleLong(pin->version) == SPRITEHL_VERSION)
{
pin = (dsprite_t*)((char*)pin + 4);
rendertype = LittleLong (pin->type); //not sure what the values mean.
}
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = ZG_Malloc(&mod->memgroup, size);
mod->meshinfo = psprite;
switch(sptype)
{
case SPR_VP_PARALLEL_UPRIGHT:
case SPR_FACING_UPRIGHT:
case SPR_VP_PARALLEL:
case SPR_ORIENTED:
// case SPR_VP_PARALLEL_ORIENTED:
// case SPRDP_LABEL:
// case SPRDP_LABEL_SCALE:
// case SPRDP_OVERHEAD:
break;
default:
Con_DPrintf(CON_ERROR "%s has unsupported sprite type %i\n", mod->name, sptype);
sptype = SPR_VP_PARALLEL;
break;
}
psprite->type = sptype;
psprite->maxwidth = LittleLong (pin->width);
psprite->maxheight = LittleLong (pin->height);
psprite->beamlength = LittleFloat (pin->beamlength);
mod->synctype = LittleLong (pin->synctype);
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
if (qrenderer == QR_NONE)
{
mod->type = mod_dummy;
return true;
}
if (version == SPRITEHL_VERSION)
{
int i;
short *numi = (short*)(pin+1);
unsigned char *src = (unsigned char *)(numi+1);
if (LittleShort(*numi) != 256)
{
Con_Printf(CON_ERROR "%s has wrong number of palette indexes (we only support 256)\n", mod->name);
return false;
}
if (rendertype == SPRHL_INDEXALPHA)
{
Con_Printf(CON_ERROR "%s: SPRHL_INDEXALPHA sprites are not supported\n", mod->name);
return false;
}
else
{
for (i = 0; i < 256; i++)
{//FIXME: bgr?
pal[i*4+0] = *src++;
pal[i*4+1] = *src++;
pal[i*4+2] = *src++;
pal[i*4+3] = 255;
}
if (rendertype == SPRHL_ALPHATEST)
{
pal[255*4+0] = 0;
pal[255*4+1] = 0;
pal[255*4+2] = 0;
pal[255*4+3] = 0;
}
}
pframetype = (dspriteframetype_t *)(src);
}
else
pframetype = (dspriteframetype_t *)(pin + 1);
//
// load the frames
//
if (numframes < 1)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
return false;
}
mod->numframes = numframes;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = LittleLong (pframetype->type);
psprite->frames[i].type = frametype;
if (frametype == SPR_SINGLE)
{
pframetype = (dspriteframetype_t *)
Mod_LoadSpriteFrame (mod, pframetype + 1, (qbyte*)buffer + fsize,
&psprite->frames[i].frameptr, i, version, pal);
}
else
{
pframetype = (dspriteframetype_t *)
Mod_LoadSpriteGroup (mod, pframetype + 1, (qbyte*)buffer + fsize,
&psprite->frames[i].frameptr, i, version, pal);
}
if (pframetype == NULL)
{
return false;
}
}
mod->type = mod_sprite;
return true;
}
#endif
#ifdef SP2MODELS
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Mod_LoadSprite2Model (model_t *mod, void *buffer, size_t fsize)
{
int i;
int version;
dmd2sprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dmd2sprframe_t *pframetype;
mspriteframe_t *frame;
int w, h;
float origin[2];
pin = (dmd2sprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE2_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number "
"(%i should be %i)", mod->name, version, SPRITE2_VERSION);
return false;
}
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = ZG_Malloc(&mod->memgroup, size);
mod->meshinfo = psprite;
psprite->type = SPR_VP_PARALLEL;
psprite->maxwidth = 1;
psprite->maxheight = 1;
psprite->beamlength = 1;
mod->synctype = 0;
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
//
// load the frames
//
if (numframes < 1)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
return false;
}
mod->numframes = numframes;
pframetype = pin->frames;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = SPR_SINGLE;
psprite->frames[i].type = frametype;
frame = psprite->frames[i].frameptr = ZG_Malloc(&mod->memgroup, sizeof(mspriteframe_t));
frame->image = Image_GetTexture(pframetype->name, NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_CLAMP, NULL, NULL, 0, 0, TF_INVALID);
w = LittleLong(pframetype->width);
h = LittleLong(pframetype->height);
origin[0] = LittleLong (pframetype->origin_x);
origin[1] = LittleLong (pframetype->origin_y);
frame->down = -origin[1];
frame->up = h - origin[1];
frame->left = -origin[0];
frame->right = w - origin[0];
pframetype++;
}
mod->type = mod_sprite;
return true;
}
#endif
#ifdef DSPMODELS
typedef struct {
short width;
short height;
short xpos;
short ypos;
} doomimage_t;
static int QDECL FindDoomSprites(const char *name, qofs_t size, void *param, searchpathfuncs_t *spath)
{
if (*(int *)param + strlen(name)+1 > 16000)
Sys_Error("Too many doom sprites\n");
strcpy((char *)param + *(int *)param, name);
*(int *)param += strlen(name)+1;
return true;
}
static void LoadDoomSpriteFrame(model_t *mod, char *imagename, mspriteframedesc_t *pdesc, int anglenum, qboolean xmirrored)
{
int c;
int fr;
int rc;
unsigned int *colpointers;
qbyte *data;
doomimage_t *header;
qbyte image[256*256];
qbyte *palette;
qbyte *coldata;
mspriteframe_t *pframe;
if (!anglenum)
{
pdesc->type = SPR_SINGLE;
pdesc->frameptr = pframe = ZG_Malloc(&mod->memgroup, sizeof(*pframe));
}
else
{
mspritegroup_t *group;
if (!pdesc->frameptr || pdesc->type != SPR_ANGLED)
{
pdesc->type = SPR_ANGLED;
group = ZG_Malloc(&mod->memgroup, sizeof(*group)+sizeof(mspriteframe_t *)*(8-1));
pdesc->frameptr = (mspriteframe_t *)group;
group->numframes = 8;
}
else
group = (mspritegroup_t *)pdesc->frameptr;
pframe = ZG_Malloc(&mod->memgroup, sizeof(*pframe));
group->frames[anglenum-1] = pframe;
}
palette = COM_LoadTempFile("wad/playpal");
header = (doomimage_t *)COM_LoadTempMoreFile(imagename);
data = (qbyte *)header;
pframe->up = +header->ypos;
pframe->down = -header->height + header->ypos;
if (xmirrored)
{
pframe->right = -header->xpos;
pframe->left = header->width - header->xpos;
}
else
{
pframe->left = -header->xpos;
pframe->right = header->width - header->xpos;
}
if (header->width*header->height > sizeof(image))
return;
memset(image, 255, header->width*header->height);
colpointers = (unsigned int*)(data+sizeof(doomimage_t));
for (c = 0; c < header->width; c++)
{
if (colpointers[c] >= com_filesize)
break;
coldata = data + colpointers[c];
while(1)
{
fr = *coldata++;
if (fr == 255)
break;
rc = *coldata++;
coldata++;
if ((fr+rc) > header->height)
break;
while(rc)
{
image[c + fr*header->width] = *coldata++;
fr++;
rc--;
}
coldata++;
}
}
pframe->shader = R_RegisterShader(imagename, SUF_NONE,
"{\n{\nmap $diffuse\nblendfunc blend\n}\n}\n");
pframe->shader->defaulttextures.base = R_LoadTexture8Pal24(imagename, header->width, header->height, image, palette, IF_CLAMP);
R_BuildDefaultTexnums(NULL, pframe->shader);
}
/*
=================
Doom Sprites
=================
*/
void Mod_LoadDoomSprite (model_t *mod)
{
char files[16384];
char basename[MAX_QPATH];
int baselen;
char *name;
int numframes=0;
int ofs;
int size;
int elements=0;
int framenum;
int anglenum;
msprite_t *psprite;
COM_StripExtension(mod->name, basename, sizeof(basename));
baselen = strlen(basename);
strcat(basename, "*");
*(int *)files=4;
COM_EnumerateFiles(basename, FindDoomSprites, files);
//find maxframes and validate the rest.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs+baselen;
if (!*name)
Host_Error("Doom sprite componant lacks frame name");
if (*name - 'a'+1 > numframes)
numframes = *name - 'a'+1;
if (name[1] < '0' || name[1] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[1] == '0')
elements+=8;
else
elements++;
if (name[2]) //is there a second element?
{
if (name[2] - 'a'+1 > numframes)
numframes = name[2] - 'a'+1;
if (name[3] < '0' || name[3] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[3] == '0')
elements+=8;
else
elements++;
}
}
if (elements != numframes*8)
Host_Error("Doom sprite has wrong componant count");
if (!numframes)
Host_Error("Doom sprite componant has no frames");
size = sizeof (msprite_t) + (elements - 1) * sizeof (psprite->frames);
psprite = ZG_Malloc(&mod->memgroup, size);
psprite->numframes = numframes;
//do the actual loading.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs;
framenum = name[baselen+0] - 'a';
anglenum = name[baselen+1] - '0';
LoadDoomSpriteFrame(mod, name, &psprite->frames[framenum], anglenum, false);
if (name[baselen+2]) //is there a second element?
{
framenum = name[baselen+2] - 'a';
anglenum = name[baselen+3] - '0';
LoadDoomSpriteFrame(mod, name, &psprite->frames[framenum], anglenum, true);
}
}
psprite->type = SPR_FACING_UPRIGHT;
mod->type = mod_sprite;
mod->meshinfo = psprite;
}
#endif
//=============================================================================
/*
================
Mod_Print
================
*/
void Mod_Print (void)
{
int i;
model_t *mod;
Con_Printf ("Cached models:\n");
for (i=0, mod=mod_known ; i < mod_numknown ; i++, mod++)
{
Con_Printf ("%8p : %s\n", mod->meshinfo, mod->name);
}
}
#endif